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VTM 5 player guide ENG

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A SOURCEBOOK FOR VAMPIRE: THE MASQUER ADE
PLAYERS
GUIDE
224mm
287mm
CHILDREN OF CAINE
The children of the night – what games they play! And what games can we
play with them?
Vampires have lurked among us since the first cities rose nameless by the
Euphrates. They command mighty powers and strange magics, they hunt in
singular ways, they even flock together when times demand it.
This book collects new character-building options, powers, guides for
playing together and alone and virtually, and new ways to use the old rules.
The perfect companion to Vampire: The Masquerade.
The Vampire Players Guide includes:
^ Profiles of seven clans of Kindred: Banu Haqim, Hecata, Lasombra,
The Ministry, Ravnos, Salubri, and Tzimisce
^ Expanded rules for playing castoffs: Caitiff, Thin-Bloods, ghouls, and mortals
^ New and Consolidated Discipline powers, Blood Sorcery rituals, and Thin-
Blood Alchemy formulae, plus the Oblivion Discipline and its ceremonies
^ Systems and Advantages for coteries, including a coterie record sheet
^ Guidelines and advice for non-traditional chronicles, including: all
thin-blood, troupe-style, virtual play, and one-on-one play
^ Updated rules for Touchstones, Memoriam, and Projects
renegadegames.com
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© 2023 Renegade Game Studios. All Rights Reserved.
Paradox Interactive®, Vampire: The Masquerade®, World of Darkness®,
Copyright 2023 Paradox Interactive AB (publ). All Rights Reserved.
Made in China
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ISBN 978-1-957311-33-3
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Mature Advisory: contains graphic and
written content of a mature nature, including
violence, sexual themes, and strong
language. Reader discretion is advised.
9 781957 311333
PLAYERS
GUIDE
1
Introduction: Blood Spatters
PLAYERS GUIDE
Written by Justin Achilli, James Mendez Hodes, Khaldoun Khelil,
Saskia Liddick, Karim Muammar, Crystal Mazur, Martyna “Outstar”
Zych, and Kenneth Hite
Editing and Development by Kenneth Hite with Elisa Teague
Cultural Consulting: James Mendez Hodes
Producer: Kevin Schluter
Art Director: Sarah Robinson
Art Aquisition Manager: Trivia Fox
Cover Art: Mark Kelly
Interior Art and Illustration: Tomas Arfert, Nevzat Aydin, Peter
Bergting, John-Paul Bichard, Krzysztof Bieniawski, Raquel Cornejo,
Kaitlin Cuthbertson, Martin Ericsson, Felipe Headley, Victor Herak,
Mark Kelly, Anders Muammar, Maichol Quinto, and Martyna Zych
Graphic Design and Layout: Sarah Robinson
Incorporates material from
Vampire: The Masquerade Companion, Camarilla, Anarch,
Chicago By Night, and Cults of the Blood Gods
WORLD OF DARKNESS BRAND TEAM
Vice President, World of Darkness: Sean Greaney
Brand Creative Director: Justin Achilli
Brand Art Director: Tomas Arfert
Brand Editor: Karim Muammar
Brand Community Developer: Martyna “Outstar” Zych
Brand Marketing Manager: Jason Carl
Partnerships Manager: Dhaunae De Vir
Licensing Manager: Nikola Filipov
RENEGADE GAME STUDIOS
Product Developer, RPGs: Jason Keeley
Senior Game Designer: Matt Hyra
Game Designers: Dan Blanchett & Christopher Chung
Director of Visual Design: Anita Osburn
Creative Director, Games: Jeanne Torres
Creative Director, RPGs: Sarah Robinson
Creative Production: Todd Crapper, Noelle Lopez,
& Gordon Tucker
Video Production Associate: Katie Schmitt
Customer Service Manager: Jenni Janikowski
Customer Service: Bethany Bauthues
Finance Clerk: Madeline Minervini
President & Publisher: Scott Gaeta
Vice President Sales & Marketing: Sara Erickson
Controller: Robyn Gaeta
Director of Operations: Leisha Cummins
Associate Project Manager: Katie Gjesdahl
Sales Manager: Kaitlin Ellis
E-Commerce: Nick Medinger
Sales & Marketing Program Manager: Matt Holland
Community Manager: Jordan Gaeta
Senior Producer of Board & Card Games: Dan Bojanowski
Producer, RPGs: Kevin Schluter
Lead Developer, World of Darkness: Juhana Pettersson
© 2023 Renegade Game Studios. All Rights Reserved.
Paradox Interactive®, Vampire: The Masquerade®, World of Darkness®, Copyright 2023 Paradox Interactive AB (publ). All rights reserved.
Visit the World of Darkness online at www.worldofdarkness.com
2
SEEKING
INFORMATION
Hector Carson – Victim
Suspect 1 – “Jeri”
Suspect 2 – “Ava”
Suspect 3 – “Dalton”
Suspect 4 – “Barry”
DETAILS
On February 13, 2022, Hector Carson, age 44, was serving as security for the Tangier Casino in North
Las Vegas, Nevada. When he did not check in, his supervisor discovered his body behind the casino
with his neck broken and other injuries consistent with a murderous assault.
Investigators have distributed casino surveillance photos (shown above) of four individuals known
to have confronted Carson earlier that night. They have since not been seen in any Nevada casino.
Based on witness testimony, investigators have pieced together the following profiles of the suspects.
Suspect 1 is a Hispanic or Asian-American female, 20s, around 5’6”, wearing a large leather jacket.
She may go by the name “Jeri” or “Gerri” or the nickname “Smoke,” possibly from her smoking habit.
Suspect 2 is a White female, 30s, around 5’10”, 100–105 lbs., snake tattoo on left arm. She may go
by the name “Ava” or “Eva” or the nickname “Snake.”
Suspect 3 is a Hispanic or Black male, 40s, around 6’0”, 120–125 lbs., wearing a black suit and tie.
He may go by the name “Dalton,” first or last unknown.
Suspect 4 is a White or Hispanic male, 20s, around 5,10”, 150–165 lbs. He may go by the name
“Barry” or “Prez.” His photo matches the description of a person of interest in the slaying of casino
executive Heron Stavridis on December 7, 2021.
Based on surveillance footage and details gathered by investigators, the unknown suspects are likely
traveling together.
Anyone with information is requested to call the Tip Line at 304-622-9069 or submit tips online at
[email protected]. All information will be taken and followed up on by investigators. Callers
can remain anonymous.
You may also contact your local FBI office or the nearest American Embassy or Consulate.
Field Office: Las Vegas, NV
3
Table of Contents
Opening
3
Blood Spatters
7
Words to Unlive By
8
Clans
11
Banu Haqim
Who Are the Banu Haqim?
Disciplines
Bane
Compulsion: Judgment
Banu Haqim Archetypes
17
17
18
18
18
Hecata
Who Are the Hecata?
Disciplines
Bane
Compulsion: Morbidity
Hecata Archetypes
22
23
23
24
24
Lasombra
Who Are the Lasombra?
Disciplines
Bane
Compulsion: Ruthlessness
Lasombra Archetypes
29
29
29
30
30
Ministry
Who Are the Ministry?
Disciplines
Bane
Compulsion: Transgression
Ministry Archetypes
35
35
36
36
36
Ravnos
Who Are the Ravnos?
Disciplines
Bane
Compulsion: Tempting Fate
Ravnos Archetypes
41
41
42
42
42
Salubri
Who Are the Salubri?
Disciplines
46
47
Bane
Compulsion: Affective Empathy
Salubri Archetypes
47
48
48
Tzimisce
Who Are the Tzimisce?
Disciplines
Bane
Compulsion: Covetousness
Tzimisce Archetypes
52
53
54
54
54
Clan Bane Variants56
Banu Haqim: Noxious Blood
56
Brujah: Violence
56
Gangrel: Survival Instincts
57
Hecata: Decay
57
Lasombra: Callousness
57
Malkavian: Unnatural Manifestations 57
Ministry: Cold-Blooded
58
Nosferatu: Infestation
58
Ravnos: Unbirth Name
58
Salubri: Asceticism
58
Toreador: Agonizing Empathy
59
Tremere: Stolen Blood
59
Tzimisce: Cursed Courtesy
59
Ventrue: Hierarchy
59
Characters
61
Vampire Traits and Types
Summary Sheet
Attributes
Skills
Disciplines
Backgrounds
62
62
62
63
63
Instant Vampires
Play Style
Motivation
Embrace
66
66
66
67
Discipline Powers
Animalism
Auspex
Celerity
Dominate
Fortitude
69
69
70
72
73
74
Obfuscate
Potence
Presence
Protean
Oblivion
Oblivion Ceremonies
Blood Sorcery
Blood Sorcery Rituals
Thin-Blood Alchemy
76
79
80
81
84
91
98
99
103
Predator Types
Extortionist
Graverobber
Grim Reaper
Montero
Pursuer
Trapdoor
106
107
108
108
108
108
109
Backgrounds
Allies
Contacts
Fame
Haven
Herd
Influence
Loresheets
Mask
Mawla
Resources
Retainers
Status
109
109
110
110
111
113
113
114
114
115
116
116
117
New Merits and Flaws
118
Merits
Flaws
118
120
Castoffs
123
Castoff Summary Sheet
124
Caitiff
Caitiff Merits
Caitiff Flaws
125
126
127
Thin-Bloods
The Thin-Blood Chronicle
Organization
Thin-Bloods and the Sects
Blood Destiny
128
128
130
131
132
Table of Contents
Thin-Blood Archetypes
133
New Thin-Blood Merits and Flaws 135
In the Half-Light
136
Ghouls
Fatal Addiction
The Role of Ghouls
Ghoul Archetypes
Creating a Ghoul Character
Special Situations
137
137
137
138
139
142
Mortals
Why Play a Mortal?
Imbalance
Dangerous Attraction
Mortal Archetypes
The Role of Mortals
Creating a Mortal Character
Storyteller Options
144
144
145
145
146
146
148
151
Coteries
153
A Greater Purpose
The Players’ Characters
Coterie as Cloud
154
154
155
Coterie Types
156
Blood Cult
Cerberus
Champions
Commando
Corporate
Day Watch
Envoys
Family
Fang Gang
Fugitive
Gatekeeper
Hunting Party
Maréchal
Nomad
Plumaire
Questari
Regency
Saboteur
Sbirri
Vehme
Watchmen
158
158
159
159
160
160
161
161
162
162
163
163
164
165
165
166
166
167
167
168
168
169
169
171
173
179
179
180
180
181
182
182
183
184
185
186
187
188
188
189
190
190
195
196
196
197
198
200
200
200
202
203
204
204
205
207
207
209
211
212
Memoriam
Shaping Memoriam
Playing Memoriam
One-Roll Memoriam
Optional Rule:
Badly Failed Memoriams
212
212
213
213
Projects
Streamlined Project System
Ideas For Projects
Collaborative Projects
214
214
215
216
Considerate Play
Guidelines
Culture and Religion
Romance, Seduction,
and Sex
Playing With Malkavians
Power Differentials
214
216
216
217
219
220
Loresheets and
Appendices
222
Bankers of Dunsirn
Children of Tenochtitlan
Flesh-Eaters
Harbingers of Ashur
La Famiglia Giovanni
The Gorgons
Nasyon San An
Vampire Traits and Types
Summary Sheet
Advantages Master List
Coterie Sheet
223
224
225
226
227
228
229
230
232
239
Consolidated Antagonists 241
Tzimisce Servitor Ghouls
241
Revenants
243
Index
244
Introduction: Blood Spatters
6
VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
Introduction:
BLOOD
SPATTERS
The outlaw, the revolutionary, the cabbalist or member
of a secret society, indeed heretics of all kinds are of
a highly associative if not sociable disposition, and a
certain element of play is prominent in all their doings.
— JOHAN HUIZINGA, Homo Ludens
7
Introduction: Blood Spatters
W
elcome to the Vampire Players
Guide. Note there’s no apostrophe
in the title. This isn’t just a book
for one player (a “Player’s Guide”)
or even for the players alone (a “Players’ Guide”)
but a guide to play itself, including every kind
of play we’ve seen in these newest nights. It’s for
players and Storytellers, watchers of games online
and simmers on Discord, and everyone who simply
engages with Vampire: The Masquerade play to
explore personal and political horror.
That’s a lot of new players and new kinds of
players. This book is for all those new players and for
all players curious about some of these new ways to
tell vampire stories.
It’s for players of vampires. And it’s always
and forever about players of Vampire, who now
have all the remaining clans gathered in one place,
which sounds very dangerous when written out
like this. If that’s too many vampires, we also
provide guides for playing mortals and ghouls and
thin-bloods, as well as mixed chronicles with all of
the above.
That said, we’ve tried to keep the focus of this
book on the vampiric rather than the mortal — new
Discipline powers, Rituals, Alchemical formulae,
and the like, instead of lists of guns or computers.
You all have Wikipedia now, anyway.
When using those new powers, or guns or
Wikipedia for that matter, think first and foremost
about what they should feel like in the story. We
put drama first, and we suggest you do the same.
Our shared goal should be to deepen and improve
every player’s experience, and also to deepen and
improve players’ common experiences, not to
expand player power-gaming.
That’s why we include more in-depth guidelines
for considerate play, including some new guardrails
around some serious topics.
That’s also why we focus a lot of page count on
coteries, something of the red-headed stepchildren
of Vampire in the past. (Fun fact: in many parts of
the Balkans, red-headed stepchildren were thought
to become vampires after death.) The roots of
coterie play go deep into the past of Vampire and
building a story in common remains a powerful,
economical way to get both buy-in and pay-off from
players.
Story in common: what we’re all still doing
when we play. And ideally, this book helps all of us
players do it.
Words to Unlive By
The Kindred use many words that either have
additional meaning to them or acquire a distinctly
different meaning among their ilk. This isn’t another
lexicon of Camarilla argot or Anarch slang, but a
way to frame the words you already know through
their eyes. Keep them in mind when using dialogue
in character and perhaps while thinking about the
chronicle between sessions.
Life, lived, etc.: Vampires are undead. They
lead unlives. They exist. They make their havens in
certain places. They don’t live anywhere, and they
don’t see what life has to offer.
Daytime: Your vampire escapes to fight another
night, not day. She awakens three nights from now.
Daytime applies only to literal daytime, like when
the ghouls do their thing and the banks are open.
Human: The Kindred believe themselves to be
human: a purer predator, perhaps, or a more corrupt
animal, but they cling to their humanity as long as
they can believe in any shred of it. They use the word
“mortal” to refer to non-vampire humans.
Kindred, Cainite, the V word: The Camarilla
says Kindred, as do most vampires older than
a few decades. With the return of the Cainite
Heresy and the Sabbat’s atrocities driving
the Lasombra back into Kindred society, the
term Cainite has made a resurgence. “Shilling
shockers” made the term “vampire” too vulgar
for the Camarilla’s self-image after about 1800,
used almost entirely by Caitiff ironically or as a
goad to their so-called betters. In modern nights,
8
VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
increasing numbers of Duskborn reclaim “the v
word,” yet another reason for the older Kindred
to despair of the new generation.
vulnerable to an enemy with a better understanding
of power relationships. And on that note …
Serve the clan: What’s your last name? Do you
serve your family? What’s your nationality? Do you
serve your nation? No, you’re just a person. That’s
what your clan is — it’s just another characteristic.
Even Justicars serving the Camarilla serve the
Ivory Tower, not their bloodline. The Tremere
made the mistake of putting clan above all other
considerations and paid for their mistake after
Vienna fell.
Control: Vampires influence. They are
manipulators, not dictators. Vampires can’t
even control their own Hunger. Fundamentally,
control indicates a complete power over
something. You control your car or a character in
a video game. Could anyone truly control a police
force or the local media? Unlikely, but it’s possible
to have significant sway over those institutions.
Influence. That’s a better word, and it also allows
for degrees and nuance.
Clans: Clans aren’t defined or bounded by
geography, national borders, or mortal cultures,
they’re different things entirely — but both insiders
and outsiders often make the mistake of conflating
them. Your clan is not your employer or your
military commander. At best, it’s your extended
family, and after a few decades of your sire’s whims,
you probably try to keep it fairly extended. ■
Manipulate: We just said that vampires
manipulate, but they (or at least you) should
narrow it down a bit: they manipulate everything
they can, after all. What, in this conversation or this
context, did they just manipulate, and how? Don’t
just say “the Prince manipulated the protesters.”
Did she have agents provocateurs in the crowd?
Did she pay their organizing committee? Did
she suborn a local cop into doing something
outrageous that she knew the protesters would riot
over? Even if the Prince keeps her own counsel,
others can see the ripples she left.
Corrupt, Corruption: Like “manipulation,”
corruption seems like a default setting for vampires.
Thus, the word means means ... well, nothing in
this context. Who corrupts whom, and for what?
Does corruption come from outside: a cop on the
take? Or from inside: a casino manager skims? Or
from the system that only allows access with clout?
Think about who the vampires need to out-bid and
in what currency.
Serves, serving: This applies only to literal
minions: people such as Retainers, ghouls, and
others who do exactly what you tell them. A
waiter serves you. Assets with more free will may
unknowingly serve an agenda, but if a vampire
claims the police serve him, he’s being grandiloquent
at best and vainglorious at worst. Either way, he’s
9
Chapter One: Clans
10
VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
Chapter Two:
CLANS
Every unhappy family is unhappy in its own way.
T
—LEO TOLSTOY, Anna Karenina
he new century has not been the best the Kindred have ever seen.
Governments and vigilantes resume the hunt for vampires in a Second
Inquisition. The Camarilla and Anarchs have flown once more at each
other’s throats, and those outside the battle fare even worse.
The Banu Haqim, like the Tremere, saw their own invulnerable fortress
fall to enemies without and within. Those who invited them into the
Camarilla out of panic and need now selfishly question their value and even
their presence. The rising fires of the Second Inquisition burn through the
Hecata, and Gehenna claiming their progenitor tore the ground from beneath
the already rootless Ravnos. Gehenna’s fury has further driven the Sabbat
into religious mania of such twisted intensity that even many Lasombra and
Tzimisce flinch away from the Black Hand.
Resentful of their renewed rejection by the Camarilla, vampires of the
Ministry invest in the new chaos, hoping to reap from the Anarchs the fruits
the Ivory Tower refused to grant the Followers of Set. Precious few Salubri
survived already, and as the world of mortals turns against all Kindred, the
Kindred increasingly turn against those who counsel reconciliation.
But the clans still survive. Somehow their Blood still flows, cutting
channels and shifting currents, heading down the stream of time and destiny,
to tomorrow night and every night after.
11
Chapter One: Clans
CLAN SHEET
WWW.WORLDOFDARKNESS.COM
THE JUDGES
DISCIPLINE
Judge, adjudicate, punish, esxecute, discipline
BANE: Blood Addiction
COMPULSION: Judgement
THE REBELS
DISCIPLINE
revolt, protest, fight, oppose, resist
BANE: Violent Temper
COMPULSION: Rebellion
THE BEASTS
DISCIPLINE
shapechange, fight, stalk, prowl, endure
BANE: Bestail Features COMPULSION: Feral Impulses
THE NECROMANCERS
DISCIPLINE
resurrect, summon and bind ghosts,
investigate, research, surveil
BANE: Painful Kiss
COMPULSION: Morbidity
THE MANIPULATORS
DISCIPLINE
command, persavere, achieve, cheat, puppeteer
BANE: Distorted Image
COMPULSION: Ruthlessness
THE ORACLES
DISCIPLINE
perceive, comprehend, confound, soothsay, foretell
BANE: Fractured Perspective COMPULSION: Delusion
THE TEMPTERS
DISCIPLINE
influennce, entrap, sway, deal, cultivate
BANE: Abhors the Light
COMPULSION: Transgression
THE MONSTROSITIES
spy, hide, investigate, lurk, observe
BANE: Repulsiveness
COMPULSION: Cryptophilia
12
DISCIPLINE
VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
CLAN SHEET
WWW.WORLDOFDARKNESS.COM
DISCIPLINE
THE NOMADS
elude, trick, bluff, deceive, wander
BANE: Doomed
COMPULSION: Tempting Fate
DISCIPLINE
THE FUGITIVES
seduce, hide, resist, survive, redeem
BANE: Hunted
COMPULSION: Effective Empathy
DISCIPLINE
THE SEDUCERS
seduce, lure, obsess, perform, charn
BANE: Aesthetic Fxation
COMPULSION: Obsession
DISCIPLINE
THE WITCHES
study, perfect, learn, scheme, perfom
rituals and sorceries
BANE: Deficient Blood COMPULSION: Perfectionism
DISCIPLINE
THE DRAGONS
grasp, possess, transfigure, modify, control
BANE: Grounded
COMPULSION: Covetousness
DISCIPLINE
THE ARISTOCRATS
rule, lead, influence, endure, govern
BANE: Rarefied Tastes
COMPULSION: Arrogance
DISCIPLINE LEGEND
ANIMALISM
AUSPEX
OBFUSCATE
BLOOD SORCERY
OBLIVION
POTENCE
13
CELERITY
DOMINATE
PRESENCE
FORTITUDE
PROTEAN
Chapter One: Clans
14
VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
The Clan of the Hunt
Children of Haqim
Mediators
Judges
Your Blood has found you wanting, but I’m
sure I can find a suitable purpose for it.
15
Chapter One: Clans
T
he Judges of the Banu Haqim are
torn between their hereditary thirst
for vampiric Blood and their passion
for justice. Stern adjudicators fiercely
devoted to upholding a moral code, they Embrace
mortals capable of assessing and handling threats,
enforcing laws and traditions, and punishing
transgressors.
The Blood is a law unto itself from the Banu
Haqim perspective, communicating a sense of
duty to those who bear it in addition to the curse
of forever standing guard against the Beast. Banu
Haqim from all cultures and legal traditions in life
find that their Blood binds them to stringency and
honor.
Banu Haqim gravitate toward an orderly society
— by their reasoning, the Damned need structure
(and therefore judges…) lest they lose themselves
to their baser urges and domains become bloodspattered hellscapes. Which isn’t to say that Banu
Haqim are blindly loyal bootlicks for any of the
sects specifically. The Camarilla is flawed at best,
the Ashirra is too often bound by unquestioned
tradition, the Anarchs set themselves up as false
idols, and the Black Hand is less sect than ongoing
disaster. The most pragmatic among the Judges find
themselves favoring the most appealing option amid
a panoply of troubled institutions, each domain
being its own unique situation. And, Blood being
law, sometimes the best option for a Banu Haqim is
to seize the mantle of just leadership, in the idiom of
their progenitor.
Understanding and structuring the Kindred
condition goes beyond notions of interpreting
laws and punishing insurgents for the Banu
Haqim. Key to understanding the laws of the
Blood is understanding the Blood itself, inclining
no few Children of Haqim to discovering and
commanding its properties. And what more
elegant structure than the triangle for extruding
order from disorder? Thus a common motif among
the Banu Haqim as a tripartite lineage consisting of
judges, blood-sorcerers, and killers-of-killers. The
last thing a Kindred condemned by a powerful rival
may see is the face of their assassin — should they
16
VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
choose to reveal themselves.
This perspective doesn’t always earn them
easy allies, for the Banu Haqim often assume that
they should themselves adjudicate the structure
of Kindred society, making for an outsider’s view
of them as holier-than-thou. Of course, the Banu
Haqim response here is to remove those who would
place themselves outside of the structures and
protections of Kindred society. The hunters in these
nights of rekindled Inquisition need only a trail to
follow, and the sin of the First Vampire practically
invites depravity.
most delectable vessels.
Banu Haqim sires seek childer with a special
talent that would serve their visions for an ordered
society well, whether it corresponds to the powers
that be in the domain, or a private agenda of
the sire-to-be. In many cases, this talent revolves
around removing obstacles, including a facility
with on-demand target liquidation or a less violent
aptitude for making sure plans run smoothly.
Although they aren’t predisposed to seeking out
positions of import, Banu Haqim often take pride
in titles or honors they accumulate, whatever the
sect in which they find themselves. Unsurprisingly,
the Camarilla seems to be the home to many Judges,
who find its traditions and undying hierarchies in
line with their own. Indeed, the most renowned
lineages of the Banu Haqim have pledged themselves
to the Ivory Tower, and there’s little love lost
between Camarilla Children of Haqim and the
“wayward bastards” of the clan among the Anarchs.
Who Are the Banu
Haqim?
The obvious choices for Banu Haqim Embraces
are judges, police, lawmakers, and litigators, but
there’s more to their philosophy than dragging
random authoritarians under the veil of night. Most
important to the discerning sire is a potential childe
who has the vision to realize the need for order
and the means to build something that deserves to
stand forever. Philosophers and poets, sorcerers and
scientists have as much place among the Children
of Haqim as do the popular notion of assassins and
undead magistrates.
The Judges also have a reputation for
humorlessness and stoicism, finding no room to
enjoy themselves, bearing the curse of Caine as an
unrelenting burden and insisting that others do
the same. There’s some truth to this, for the Banu
Haqim regard the Kindred condition as nothing
less than what it is, an unholy combination of
predator and parasite. The most insightful thinkers
among the clan, though, look at every facet of being
Damned, and can appreciate the sublime mystery
of their tarnished eternity, much as a mosaicist can
conjure greater wonder from fragments of colored
stone. Banu Haqim might build an expansive
library on a misremembered floor of a skyscraper, or
maintain a smoky gentleman’s club that trades in the
Disciplines
BLOOD SORCERY: Various Haqimite methods
and philosophies regarding Blood Sorcery inflect
the practical applications of the Discipline, from
providing its practitioners murderous abilities to
more versatile ritual aspects, gleaning secrets from
their own Blood and others’.
CELERITY: The Children of Haqim use Celerity
to terrifying effect. Many are skilled in its use before
all other Disciplines, to rely on speed of judgment
before doubt can slow a blade to the throat. When
feeding, some Banu Haqim become a veritable
blur, darting in and taking their fill from their
favored vessels before disappearing as quickly as they
appeared.
OBFUSCATE: Banu Haqim stalk their prey unseen,
whether as a means to feed discreetly or deliver
final death to a target without the needless risks of
going toe-to-toe. Some Banu Haqim employ this
Discipline to observe a target performing an act of
transgression before delivering judgment.
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Chapter One: Clans
Bane
Slaking at least one Hunger level with vampiric
vitae provokes a hunger frenzy test (See Vampire:
The Masquerade, p. 220) at a Difficulty 2 + Bane
Severity. If the test is failed they attempt to gorge
themselves on vampire Blood, sometimes until they
perform diablerie upon their Kindred victim. This
presents many problems for the Banu Haqim, as
many Kindred see the Amaranth as anathema, and
greatly at odds with the sort or orderly behavior
the Judges presume to uphold. And of course, no
few Banu Haqim excoriate themselves over the
hypocrisy of their own failures.
Banu Haqim are drawn to feed from those
deserving punishment. This is especially true for
vampire Blood, the very essence of transgression.
When one of the Judges tastes the Blood of
another Cainite, they find it very hard to stop.
Compulsion: Judgment
The vampire is compelled to punish anyone seen to
transgress against their personal code, taking their
blood as just vengeance for the crime.
For one scene, the vampire must slake at least
one Hunger from anyone, friend or foe, who
acts against a Conviction of theirs. (Remember,
Convictions aren’t necessarily connected to any
mortal culture or sect; they can be purely personal
to the vampire.) Failing to do so results in a threedice penalty to all rolls until the Compulsion is
satisfied or the scene ends. (If the one fed from
is also a vampire, don’t forget to test for Baneinduced Hunger frenzy, as above.)
Banu Haqim Archetypes
Executioner
Heeding the order of the domain’s most august
personages, the Executioner brings final death to
those who have irredeemably breached the Kindred’s
ways, be they the Traditions or the decrees of
domain luminaries. With prestige backing their
“license to kill,” the Executioner is also willing to
take on… unsanctioned contracts, so long as they
agree with the case the wronged Kindred makes. It
may seem at odds with the twisted justice of their
title, but judging the guilty is more important than
respecting a process.
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VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
Charming Host
The Charming Host runs a card game out of a
ballroom in a prestigious hotel, which is the closest
thing to a pop-up Elysium that one might find,
given the table’s clientele (both Kindred and kine).
It’s no fly-by-night endeavor — the game’s been
running nonstop for five years, attended by trusted
flunkies during the daylight hours, and so long as
the Charming Host sends tribute to the proper
parties, there’s no reason the game need ever end.
Fortunes come and go, and luck plays a part both at
the Charming Host’s table and among whom they
favor with an invitation.
Union Boss
Knowing when to put feet to the streets, when
to arm and take down the man, and when to
hold back and simply refuse to aid a domineering
Primogen sets this Child of Haqim apart from
their hidebound sire. The Union Boss came from
a background where knowing legal loopholes and
how to encourage others into action was integral to
their success. And they’ve been amassing a growing
contingent of supporters who see the opportunity
to make a change that might benefit them all,
which the Union Boss is having trouble balancing
with some of the expecta tions that established
Kindred society has of them.
Esoteric Architect
The Esoteric Architect sees their role as the
construction of things of lasting importance.
They’ve planned numerous havens of their own,
from a nondescript bolthole safe house to a
comfortable condominium in the city’s hottest
neighborhood. More than that, however, they’ve
constructed numerous false graves around the city
that hold the torpid forms of Kindred who have
gone missing. Some were on the outs with one
Primogen or another; others were up-and-comers
in these tumultuous times in domain politics.
The question remains, what determines who the
Esoteric Architect sends to the oubliettes, and how
do they decide where to build them?
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Chapter One: Clans
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Necromancers
Devil-Kindred
Lazarenes
The Clan of Death
The Kindred are simply one expression of death, a still-vital consciousness
clad in a flesh of fading lividity, or even vitality... and such expressions
can be reinterpreted, as it were.
21
Chapter One: Clans
A
motley collection of necromantic
vampire bloodlines, the Hecata clan
are united in the pursuit of a single
subject: Death. They are students of
the afterlife and resurrectionists of the dead — or
worse. Selling their services to the highest bidder,
or acting in their own interests, there are few who
can hide from the surveillance of those who can
summon and command the very spirits of the
deceased.
The Unclean. Flesh-eaters. Those who
commune with the dead, and those who convince
the dead to speak on their behalf.
The Hecata are anomalous among the Kindred
clans, in that they are practically a sect unto
themselves, a clan consisting of strange bloodlines
and even some genuine familial ties, all built upon
the reverence of and occasional subjugation of
death itself. Comprising everything from ancestorworshiping Old World crime families to effigywielding priests to degenerate flesh-eating monsters,
the Hecata clan has an unwholesome fascination
with the mortal coil in common among its member
bloodlines.
A morbid ritual recently bound together
these disparate consanguinities into a “united”
clan proper, and those disparate bloodlines make
the clan seem more like a sect than a traditional
lineage. Neither the clan’s impure predilections
nor its penchant for playing all other sides against
one other earn them much favor with Kindred
society at large. And yet they have endured to
bedevil the modern nights with their undeniable
necromantic acumen.
Who Are the Hecata?
Being Hecata often means inheriting an almost
superstitious catechism of proscriptions, ancestral
guilt, and ritual that informs not only how clan
members deal with each other, but also how they deal
with the dead. To outsiders, it’s incomprehensible,
but to the Lazarenes, it’s familial tradition. What
the elders say, goes, because the very foundations of
the clan reside with a patriarch who yielded up his
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own mortality so that his family and every generation
after him, mortal or Kindred, would command the
unhallowed gifts of the Damned.
This monstrous “family” has grown
prodigiously since then, inviting — or perhaps
binding — into its ranks other vampires whose
facility with the mysteries of death rivals their own.
The clan has absorbed several fringe and funerary
bloodlines and cults into its sect-like structure,
spreading like necrosis throughout the periphery of
vampire culture.
Hecata subscribe to a cyclical philosophy in
regards to the Embrace, which they symbolize by
the three faces of Death, Rot, and Rebirth. Hecata
share an aptitude in bridging the distinctions of
life and death (and its nuances, like undeath).
Hecata command spirits with the same skill that
they “resurrect” corpses and the same passion that
they divine the causes of death… and its culprits.
This gives them not only an ability to learn secrets
presumed safely gone and buried, but also to surveil
ongoing activities through the servitude of ghosts.
Needless to say, this is all the sort of stuff
that less grotesque societies find taboo, so the
Hecata have spent no little effort in cultivating
a self-sufficiency that would be the envy of the
most well-to-do. Indeed, their insight into death
and command over it yields significant profit
when wielded wisely: forever sealing the secrets of
fortune-spawning crimes, investigating the location
of long-forgotten hoards, and sending forth the
restless dead to coax or compel secrets from the still
living and those close enough to count.
Hecata sires favor mortals either from their own
mortal families or factions, or who provide links
to outside groups from which the prospective sire
would benefit. They prefer kine of a morbid, blackhumored, or pragmatic bent, and few sires see much
need for the compassionate or empathetic, unless it
serves to satisfy a particular need they seek to fill. To
some Hecata, the clan — the family — is all, while
others pay this lip service at best, though many sires
lean on guilt, obligation, and a sense of familial duty
to force their childer into line, regardless of their own
true feelings on the matter.
BLOODLINES OF THE HECATA
Clan Hecata includes numerous distinct bloodlines,
from the ancient Cappadocian to the resurgent
Nasyon san an. Some Hecata think these bloodlines
were once full clans, but tonight nobody knows or
cares when there’s profit to be made and macabre
mysteries to plumb. See pp. 223-229 for Hecata
Bloodline Loresheets.
Disciplines
AUSPEX: Hecata often regard Auspex as
perception of fate. Reading an aura becomes an
exercise in discerning how the individual’s attitudes
steer them toward their fate; taking possession of
a body places the vampire at that tiller. It’s also a
Discipline that requires a degree of finesse, from
sensing unseen ghosts to reading the spiritual history
of an object… and often neglected among the more
brutish members of the clan.
FORTITUDE: Who better to exalt the physical
durability of the undead form? Fortitude may
manifest as the futility of hacking away at an
already-dead corpse to a grand mastery over — and
avoidance of — Death’s very laws.
OBLIVION: Oblivion is among the most mysterious
of Disciplines, as it can reach past the veil of
the afterlife. Through its use, the Hecata might
interrogate a ghost or set it to torment a rival. They
might rot a mortal’s flesh with a touch or practice
a debased ceremony to drive a meddling kine to a
bleak reward. Oblivion risks the user’s connection to
their humanity, but the Hecata see it as a necessary
tool for understanding the relationship among life,
death, and undeath.
Bane
The Hecata inflict a notoriously painful Kiss.
The fangs of the Lazarenes bring not bliss, but
agony. Victims caught unawares will violently
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Chapter One: Clans
resist unless restrained, and few people submit
willingly to the torture that is the Hecata Kiss.
When drinking directly from a victim, Hecata
may only take harmful drinks, resulting in
blood loss (Vampire: The Masquerade, p.
212). Unwilling mortals not restrained will try
to escape, and even those coerced or willing
must succeed in a Stamina + Resolve test against
Difficulty 2 + Bane Severity in order not to
strain against the pain. Coerced or willing
vampire victims of the Hecata bite must make a
Frenzy test against Difficulty 3 to avoid falling
into a terror Frenzy.
Compulsion: Morbidity
The vampire experiences an immediate need
to move something from life to death or vice
versa. Any action not dedicated to ending or
resurrecting something is taken at a two-dice
penalty. This subject doesn’t have to be a person,
or even a living thing, but can include objects
or even more abstract things such as an idea or
a conversation. The Compulsion lasts until the
vampire manages to kill or return something to
life (figuratively or literally).
Hecata Archetypes
Re-Animator
You bring them to the slab and the Re-Animator
will get them talking again. Hell, if you want,
the Re-Animator will have them up and dancing
around, a veritable totentanz. You wanna find
out what the corpse knew before they died, no
problem. You want them to shamble back home
and point an accusatory finger at someone, you
got it. The Re-Animator makes no judgments,
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VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
pal. Just one last thing, though; you gotta leave
the corpse with the Re-Animator when it’s all said
and done. They know just what to do with it.
in the Eternal Struggle. The Unscrupulous Banker is
willing to do anything to cut a profit, whether that
means investing in unethical concerns, accepting
laundered funds, or playing guard to investments
most banks wouldn’t touch — including blood,
special kine, or a torpid Kindred “parcel” arriving
from an Ashirra domain.
Forensic Specialist
Before their Embrace, the Forensic Specialist was
always one of the first to crime scenes, and postEmbrace uses their field expertise to alter evidence,
misfile reports, or spin a narrative of death that
protects their coterie’s interests, all while coming
face-to-face with death on a regular basis. Of late,
they’ve felt conflicting loyalties, sometimes siding
with those young Kindred with whom they spend
many of their nights, and sometimes siding with the
strange family that adopted them into its gruesome
but powerful ranks. These last, though, make
dangerous demands and rely on guilt and familial
custom, and harbor among them more than a few
vampires whose ways would have the Forensic
Specialist called up before a supervisor had the
details of their behavior made it into a field report.
Natural Necromancer
Having discovered a genuine interest in, and
aptitude for, death magic through exposure to Dark
Web seances, ghost hunting on vlogs, exorcisms,
and subsequent study of occult rituals, the Natural
Necromancer found themselves less Embraced and
more blackmailed into the Hecata. Their sire plans
to see whether their knack for ceremony is worth
cultivating, or if they’ll simply serve forever as a
more-competent-than-average retainer. The Natural
Necromancer has plans, though, and doesn’t intend
to play backup to some second-rate vampire who
didn’t even have the initiative to learn the tricks of
the trade before getting undead.
Unscrupulous Banker
A scion of the Giovanni or Dunsirn bloodlines of
Clan Hecata, the Unscrupulous Banker acts as a
neutral party for fellow Kindred “investors” in any
number of illicit fiduciary concerns. They position
themselves as being “just business,” a perfect voice
for mediation and guaranteed to protect assets due
to their unswerving dedication to non-involvement
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Chapter One: Clans
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VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
The Clan of Night
Magisters
Keepers
Shadows
For certain, I am ever your ally, but I must
resign myself to the shadows, otherwise
they’ll know the true threat our combined
might presents.
27
Chapter One: Clans
C
reatures subtly at odds with mundane
reality, Lasombra vampires are
expected to triumph at any cost.
Ruthlessness is a sought-after trait in
progeny, making their reputation as betraying
interlopers well deserved. Most do not seek
attention, preferring to act as puppeteers, powers
behind the proverbial throne. To a Shadow, the
ends justify any means.
Vampires are often associated with darkness,
being creatures of the night, forsaken by the sun.
Even among the Kindred, however, an affinity
with darkness belongs to one clan in particular: the
Lasombra. And from these shadows, the Keepers
orchestrate their schemes, pulling the strings of
“lesser” Kindred, manipulating them as they would
marionettes on strings, enacting the shadow-play of
the Eternal Struggle. Any Kindred can claim power,
title, and influence, and heavy hangs the head of
would-be Princes and Barons — but who has the ear
of those Princes and Barons, and who speaks from
the unseen backrooms and halls of Kindred power,
petty and great? The Magisters of Clan Lasombra.
Lasombra greatly esteem accomplishment,
especially in matters by which they might gain
power over others. They do not enjoy risk, and
Keepers have quite rightly earned a reputation for
shrewd planning and cold calculation. Whether
hammering a stake through the heart of an obstinate
enemy or socially eviscerating a rival before an
assembly of elders and ancillae, a wise Lasombra
knows the odds. What’s more, Magisters know how
to lead fellow Kindred — or an unwitting dupe —
into their own desired outcome. And of course, one
of the most important strategies of manipulation is
knowing when one doesn’t have the advantage, so
therefore, it’s simply best to cheat. Claims of honor
may play well at Elysium, but honor is only a single
weapon in the Shadows’ portfolio.
Historically, the Lasombra have influenced
every sect: early rebels in the Anarch Revolt,
warlords of the Sabbat in the Americas, and
redoubtable recruits into the Camarilla during
this modern era of the Second Inquisition. Theirs
is a clan with storied members and long histories,
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genteel affectations to which some of the Damned
pretend. The callous way in which they exert this
Discipline on victims often earns antipathy from
other Kindred, yet few deny the Magisters’ ability in
brainwashing and subjugating prey. A Lasombra uses
Dominate without hesitation to tell a victim to bare
their neck and prepare for feeding.
but it’s also a clan mistrusted as manipulators and
feared for what unseen things move in the shadows
that they coax forth.
Who Are the Lasombra?
Perhaps more than any other personality factor,
Lasombra sires favor ambition on the part of their
childer, and Magisters see themselves as examples of
excellence. Precisely what form that excellence takes
spans broadly, as the web of personal ambition may
have multiple generations of Lasombra Kindred
acting to fulfill (knowingly or otherwise) a sire’s
agenda. Politically savvy individuals, criminal
masterminds, individuals with military or lawenforcement experience, and even survivors of
tragedy all find their place among the ranks of the
Shadows. Some Magisters have been Embraced to
one night lead, while others are like the Shadows of
their sires, serving in perpetuity.
Speaking more broadly, many Lasombra have
wealthy, powerful backgrounds or experience among
religious institutions (though they are not themselves
necessarily devout). Some are even from semiaristocratic lineages. Whatever the case, Lasombra
sires seem drawn to mortal lives spent cultivating
power, an environment in which the Magisters’
excellence blooms like a shadow at twilight. As a
member of a coterie, they almost always consider
themselves the most important one. Just ask them.
A Lasombra’s ambition may drive them to seek
out a position of leadership, in Kindred society or
of significant (if discreet) mortal influence. The clan
has included Ivory Tower Princes, Anarch warlords,
seneschals, priests, and even maritime raiders. By
contrast, Keepers also make excellent spies, infiltrators,
and even assassins, given their ability to hide in shadow
and collect information or lurk unseen in preparation
for a powerful strike. If caught, they can bully or brawl
their way out of a difficult spot.
OBLIVION: The ability to manipulate shadows allows
the Lasombra to observe, strike, and escape without
ever having to confront their victim, or to employ
entities darker than death for the same purpose. Many
claim there’s a cost to one’s soul for using Oblivion,
or that overindulging it is why the Lasombra appear
strangely in reflections and modern media formats.
POTENCE: When forced to resort to physical
violence, Magisters may favor popping an enemy’s
skull with their hands, driving a boot through a
punk’s stomach, or ripping a door off its hinges to
command respect and fear in other circumstances.
Few Lasombra use Potence for the purpose of
assisting their feeding, considering it a vulgar exercise
to manually grab and hold a vessel — but sometimes
the Hunger demands instant gratification.
Bane
Anyone seeing the reflection or recording (live and
otherwise) of a Lasombra vampire can instantly
recognize them for what they are, provided they
know what they’re looking for. People with no
prior knowledge will know something is wrong,
but likely attribute the distortion to irregularities
in the reflecting surface or recording errors. Note
that this will not hide the identity of the vampire
with any certainty: the Lasombra are no less likely to
be caught on surveillance than any other vampire.
In addition, use of modern communication
technology, including making a simple phone call,
requires a Technology test at Difficulty 2 + Bane
Severity as microphones have similar problems with
the voice of a Lasombra as cameras with their image.
Avoiding electronic vampire detection systems is also
done at a penalty equal to Bane Severity.
Disciplines
DOMINATE: The Lasombra rely on their ability
to crush wills and command obedience without the
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Chapter One: Clans
Compulsion: Ruthlessness
The Magister feels any setback profoundly and they
quickly escalate to the most ruthless of methods
until they achieve their aims.
The next time the vampire fails any action they
receive a two-dice penalty to any and all rolls until
a future attempt at the same action succeeds, or the
scene ends. Note that the above penalty applies to
future attempts at the triggering action as well.
Lasombra despise failure, associating it with poor
planning or a personal declivity. When affected by
this compulsion, their Blood urges them toward
any act conceivable to reach their goals, whether in
the moment or via Byzantine plots lasting centuries.
LASOMBRA AND TECHNOLOGY
All vampires lose something profound upon their
Embrace, but the Lasombra exhibit especially
telling signs of the Curse of Caine. When viewed
in a reflective surface or a recording medium, their
image appears distorted, sometimes even almost
invisible. They may appear to be flickering, twisted,
or transparent, and thus their reflection betrays their
undead state and possibly their clan. Similarly, modern
technology relying on touch or other forms of direct
interaction, such as voice activation, touch screen,
or use of a stylus, tends to glitch or act unreliably for
Magisters, and electronic detection systems easily
pick up the damning signs of their passing. It’s as if
they exist on a slightly different frequency from other
beings, flickering in and out of light.
While Lasombra fledglings despair at technology’s
refusal to work to their wills, resourceful Keepers
swiftly recruit mortals or enthrall ghouls to handle
such busy work as taking calls and driving them
where they need to be. In some domains, this trend is
so pronounced among the Magisters, that a Lasombra
who conducts their business without a personal
attendant is considered embarrassingly out of fashion
or even disadvantaged.
Lasombra Archetypes
Mentor
“Always trade up,” so goes the old saying, and that’s
especially true for the Mentor, who has managed to
parlay a Prince’s barest acknowledgement into one of
the most prestigious hunting grounds in the domain.
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As they teach their proteges — taking on a new one
every decade or so, with the promise that they’ll move
to a different domain to help “extend the web” —
prestation is the key to accomplishment, as so many
other Kindred are willing to pay later for what’s offered
tonight. And tonight, the Mentor sits pretty, atop a
mountain of boons and secrets that would cause no
end of havoc if they emerged from the shadows into the
light of Elysium.
directed the pair’s way quickly moves on, as the
lordling proves too stupid to be behind whatever
misdeed earns the duo attention in the first place.
And with late-night hours spent among the service
staff that frequently resents the inherited privilege of
the gentry, the Valet finds willing accomplices when
some arrogant member of the idle rich needs a bit of
comeuppance.
Provocateur
Originally Embraced to die as a sacrifice to the Second
Inquisition, the Provocateur outwitted their sire and
led Special Affairs Division to their sire’s haven. Thus
began a campaign of hunter-baiting-for-hire, planting
evidence and thereby drawing out the FBI’s elite to
strike down their employer’s foes. It’s all part of a
grander effort, though, as the Provocateur hires out
their services only to those Kindred whose aims align
with their own — and the risks increase nightly as the
SAD learns ever more about how the city’s vampire
threat operates.
Fashionable Chronicler
With many elders recently heeding the Beckoning,
the Fashionable Chronicler has come into vogue
among rising ancillae who have discovered themselves
forgetting bits of their personal histories as they age.
The Fashionable Chronicler turns their stories into
tangible mementos — poems, journals, memoirs,
apologetics — so that these Kindred don’t forever
lose their own memories. And it’s a testament to the
Fashionable Chronicler’s disarming personality that
these self-important Kindred don’t have any problem
confiding their secrets. What’s that story about the frog
and the scorpion?
Valet
Traveling in the apparent
service of an affluent but
slow-witted aristo, the Valet
moves invisibly among the
classes that never take notice of
“the help,” gleaning high-society
secrets as they attend to their charge. Any suspicion
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Serpents
The Clan of Faith
The Clan of Lies
Setites
You call me a liar, a tempter, and a degenerate, but all of
your supposed insults are simply the weight of the chains
in which you have continued to shackle yourself.
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Chapter One: Clans
T
he Ministry always has something to
offer. This often cult-like clan recruits
those able to employ temptation as a
weapon. They Embrace those with the
will and means to sway, entrap, and ultimately
liberate their targets from whatever they seek: the
victim’s possessions, allegiance, or even faith. To the
Serpents, everything has a price.
Part clan, part cult, the Ministry occupies a
strange niche in Kindred society. To their own
minds, the Ministry serves the purpose of liberating
individuals from uncritically accepting the burden
of “sin” that has been put upon them, whether
in the form of religious doctrine, social stigma, or
even the Traditions of the Damned. Detractors
have no such high-minded opinions of them, often
regarding them as degenerate agitators wielding an
arsenal of self-serving heresies.
The smiling priest offering an easy forgiveness,
the grubby pusher selling a quick chemical
escape, the burlesque impresario offering a night
of abandon, the charismatic smuggler offering
to make one’s problem just go away: All of these
and more represent Ministers in a demimonde
where one’s troubles and solutions are their own
ecosystem. You’ve got a problem? A Minister is
happy to help solve it… and to help convince you
that it’s not really a problem to begin with, so long
as you have the proper perspective. Of course that
perspective likely puts you in the same position
again, where the Minister helpfully ratchets you
along their chosen spiral. Unsurprisingly, this
frequently earns them the ire of those who benefit
by the prevailing customs, or who maintain their
own prominence by dictating societal mores.
None of this is to say that the Ministry is amoral,
precisely — quite the opposite. To the Ministry mind,
questioning is itself a sacrament. Without sin, what
value has righteousness? And what is condemning
sin but a method of control? The way of the Ministry
is to challenge a prevailing morality, to ask “Why is
this forbidden?” and to test the merits of what can
be gained by subverting default morality. If it just so
happens that challenging what’s forbidden can expose
a weakness in others that a Minister can turn to their
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advantage, well, that’s practically creating a divinity in
one’s own image.
Many Ministers set up shrines, temples,
churches, or other places that at once mock
traditional religion and demonstrate the piety of
the individual Serpent. This might be anything
from an alcove in an apartment with a few candles,
sticks of incense, and icons of personal significance
to a genuine temple where many esteemed
Ministers fraternize and worship. Indeed, perhaps
the largest faction of the clan has appropriated the
Egyptian god Set, with whom the elders of the clan
claim a connection or even consanguinity.
aggrandizers. Easy moral judgments cast these
transgressions as sin, but too often what they do
represent is unsustainable conviction. If a Serpent
practices inadequate vigilance against the costs of
“liberation,” they may find themselves prostrate
before the Beast with only expensive habits to
show for it. The Ministry knows this, however,
and it’s just that sort of weakness itsmore
opportunistic members seek to weaponize against
other Kindred. The Serpent isn’t a peddler of
vice, they’re the personal orchestrator of your fall
to indulgence and into their thrall, an allegorical
Devil with whom reckless Kindred make a deal.
The truly devout among the Ministers
sometimes see themselves as guardians, protectors,
and even soldiers against some dark force greater
than that perceived by the world’s current spate of
myopic faiths. Much as the Kindred indulge the
riddle “A Beast I am, lest a Beast I become,” so do
these Ministers tempt and degrade those beholden
to them to protect them from greater damnations.
Better to while away one’s deathless nights in the
VIP section of a nightclub, numbed by the drugs
provided by the Serpent purveyor than to serve
forever, losing oneself to the Eternal Struggle. It’s
for your own good, of course.
Ministry Kindred often favor jewelry,
accessories, and other abstract expressions of
religious motifs or concepts, such as symbols of
eternal life, or snake theming. Such symbols may
be worn with a hint of irony, or as a statement of
earnest faith. Serpents are aware of the relationship
between their sobriquets proclaiming them the Clan
of Faith and the Clan of Lies, as these can be two
sides of the same coin.
Who Are the Ministry?
Ministry Kindred often Embrace first for the
confidence and willingness of a potential fledgling
to go against the majority in something, whether a
religious, social, or other authority. Indeed, some
Serpents never make it past a sort of adolescent
rebellion, given the power of the Blood and
numerous shadow hierarchies to thumb their noses
at. As Ministers come to grips with the reality of the
Kindred condition, however, they see in the Blood an
opportunity to remake vampire society by turning
its taboos against it. Other Kindred may see them
as agents of destabilization or corruption, but most
Ministers know exactly who they’re countervailing
and why, whether high-Status Prince or a gutter Lick
who might be a useful tool or patsy some night soon.
The Ministry favors those with the confidence,
temerity, or the absolute fucking balls to call into
question what others exalt as “the greater good.”
The greater good, according to whom? It’s not like
monsters who drink the blood of innocents to sustain
themselves have the moral high ground, after all.
Issuing a challenge to a prevailing set
of beliefs doesn’t automatically make one a
paragon of a contrasting perspective, however,
and Ministry Kindred frequently — very
frequently — succumb to the temptations of
the transgressions they present as liberations.
The clan harbors any number of blood-junkies,
thrill-seekers, and other hypocritical self-
Disciplines
OBFUSCATE: Ministry Kindred use this
Discipline to discover the beliefs, outlooks, and
vices of vampires and mortals alike, to facilitate their
exploitation and liberation. Powerful Ministers
also often wear the faces of trustworthy figures and
friends to better lure prey to into their shrines and
temples, or just to the nearest secluded spot.
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Chapter One: Clans
Compulsion: Transgression
PRESENCE: For many Ministers in the modern
nights, this is their favored ability, offering a power
with a finesse that satisfies even the self-styled
enforcers of the Masquerade. Serpents use Presence
with great prowess, wielding majestic gestures and
resounding speeches that cut to the hearts of a
congregation assembled in worship or to the lone
wayward outsider.
The prevailing wisdom of the Clan of Faith (or
Lies…) is that everyone’s mind and spirit are
bound by invisible chains of their own making.
Their Blood chafing at these bindings, the
Minister suffers a burning need to break them.
The vampire receives a two-dice penalty to all dice
pools not relating to enticing someone (including
themselves) to break a Chronicle Tenet or personal
Conviction, causing at least one Stain and ending
this Compulsion.
PROTEAN: The Ministers use this ability to awe
observers but also have use of its many novel ways
of escaping harm. They will often adopt the form
of a snake over that of a wolf, but can meld with
the earth to avoid the sun alongside any Gangrel.
Ministry Archetypes
Bane
Faith Healer
The Faith Healer has always found it easiest to
build trust with people through the power of
words and faith. While mortal, they were a priest,
convincing others with their kindness and strength
of conviction that all ills can be believed away. As
one of the Damned, they aren’t too different. Now,
the sin they preach against is the Beast instead of
The Blood of a Minister abhors the light. When
exposed to direct illumination, whether natural
or artificial, members of the clan recoil. Ministers
receive a penalty equal to their Bane Severity to all
dice pools when subjected to bright light directed
straight at them. Also, add their Bane Severity to
Aggravated damage taken from sunlight.
THE CULT OF SET
The Ministry’s influence takes root throughout the world in various places of faith, from inside the walls of vast
religious institutions to strange ceremonies performed by a few desperate believers in tenement storerooms
and abandoned mountainside cabins. Where blood can be found, so too can Kindred, and therefore the Ministry.
Its cults are many and varied and widespread.
Inarguably, the largest faction within the Ministry is the Followers of Set, whose name is often used
as a synonym for the Ministry as a whole, as evidenced by the clan’s sobriquet of the Setites. The Setite
perspective builds on (or corroborates…) some of the mysteries of the Book of Nod, identifying one of
the dreaded Antediluvians by the name Set. It seems blasphemous at best to conflate the ancient Egyptian
deity Set with the progenitor of the Ministry, but the cults of the Clan of Faith are obviously no stranger to
courting such blasphemy, heresy, or any other dogma they can use to subvert the notion of sin.
In many domains, the Setites are the sum of the Ministry’s presence, in that they may be the only Ministry
faith present. In other domains, the Cult of Set is but one or none of the Serpents’ faces, and Ministers may
have infiltrated existing congregations of the faithful as well as establishing their own.
As an aside, be respectful when it comes to matters of real-world culture and its use in the society of
vampires. If your troupe prefers not to use this element of Egyptian culture as having been appropriated by the
undead, the Ministry has plenty of other subversions that could turn up in a chronicle with less exception.
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simple mortal urges. And it has paid off — with
Status in the domain, their believers, supporters,
and penitents are numerous.
Lifetime Fraud
Frauds, con artists, and charlatans quickly find a place
among the Ministry, given any proficiency in relieving
other vampires of burdensome guilt and deviance. As
a mortal, the Lifetime Fraud had a fake name,
a job for which they weren’t qualified, and
a series of in-default contracts with partners
across the country, telling their “colleagues”
more lies than truths. The Blood has given
them aptitudes that make it easy to move from
city to city with just a suitcase in hand, hawking
an opportunity that they promise will pay off
at least twice what their latest mark puts into it,
surely.
Speaker for the Divine
This Minister was able to hear the voice of God
before the Embrace. Ardent in their belief and
skilled in channeling visions into action, they
succeeded in life, raising a family, running a
business, and they were well-regarded throughout
their hometown. After the Embrace, the Speaker
for the Divine has found the voice of God has
multiplied. Among the many voices within them
— the Beast and the Blood and any number of their
victims’ lingering resonances — the Speaker for the
Divine has become even more convinced that they
are a conduit for a consciousness greater than life or
death.
Bit-Part Actor
A career on daytime TV, mostly, with a few parts
here and there in prime-time shows and limited-run
movies brought the Bit-Part Actor into the Ministry.
They had a certain air of interest, an ability to make
people feel familiar with them and comfortable
around them. That bit of not-untouchable fame
makes the Bit-Part Actor a good face for the cult,
offering a way to mix with the semi-famous set,
oh, and while you’re here, I want to show you
something….
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Chapter One: Clans
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Rogues
Ravens
Daredevils
The Haunted
To dazzle and fade – forever in motion and
always on the run.
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Chapter One: Clans
M
asters of misdirection, the Ravnos
prefer not to fight or bleed for
something they can obtain through
subtler means. They can charm and
vanish within the same mortal breath, and those
once fooled quickly learn to question their very
senses when in the company of Ravens. Always on
the move, the Ravnos can never rest in the same
place for long lest their curse light them on fire as
they slumber.
A clan almost annihilated in the opening
salvo of the Gehenna War, its embers now grow
brighter with each passing night. Others know
them as message-bearers, wanderers, and mindfuckers. But the Ravnos know their legacy to
be far greater, a flame of capricious divinity
simmering in their Blood. Their methods
are not brute force, adoration of crowds, or
meticulous centuries-spanning plots, but rather
wit and panache, artful charm, and outright
illusion. Confidence artists, confidantes,
venture capitalists, performance artists, and plain
wayfarers all contribute to the manifold cast that
is the Ravnos clan in the modern nights.
The Ravnos’ relationship to mortals varies.
Historically, they have latched on to various
subaltern societies, seeking protective coloration
among the fringes already suspected by the
respectable majority. Numerous Ravens have
even attached themselves to itinerant commercial
groups such as traveling carnivals, where they
not only have a steady cycle of prey, but might
even be able to turn their talents to a profit. As
with most relationships of the Kindred to their
herds, the Rogues’ vampiric influence is rarely
benign, and while some Ravnos genuinely care
for their charges, others see them merely as tools
or vessels, to be used and disposed of. A ship of
refugees is as likely to see port, delivered safely
by a mysterious benefactor, as to arrive at port
empty, a ghost ship with bones and bloodstains
as the only signs of its past passengers.
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Who Are the Ravnos?
in established domains. To avoid their curse they set
up multiple havens and frequently employ an equally
impressive number of mortal masks. No clan is as
adept at blending in as the Ravnos, and many operate
under the radar of the Kindred community of the
domain, or present themselves as innocuous Caitiff.
Those who do fly the colors of their heritage tend to
adopt a staunchly independent position, selling their
services as spies, saboteurs, and negotiators to the
highest bidding sect. Few Ravens can maintain this
for long, though, and most eventually find themselves
packing. Whether due to an accumulation of enemies,
vengeance-driven victims, or the doom seething
through their very Blood, a Ravnos vampire always
ends up on the run. This is fine with most other
Kindred, who can’t help but see a cautionary lesson in
the Ravnos, as they represent the most final outcomes
of the Gehenna War.
Masters of misdirection, the Rogues prefer not
to fight or bleed for something they can obtain
through subtler means. They can charm and vanish
within the same mortal breath, and those once
fooled quickly learn to question their very senses
when in the company of Ravens. For that reason,
Ravnos vampires seldom advertise their nature,
and once their cover is blown they are quick to
make their escape. Not that they have much choice
in the matter, as inexorable doom lurks in their
vitae, threatening to consume them if they ever
come to rest. But as the flash-over of the supposed
destruction of their progenitor burns through the
clan, new generations have managed to stay a step
ahead of this blood-borne conflagration and quietly
re-establish the lineage.
Which isn’t to say that they’re harmless or even
sympathetic, as much risk-taking requires a heart
hardened to the plight of others, and more than a
few Daredevils were “self-interested” even before
they became blood-drinking night-haunts. Still, that
makes for an easier transition, and many Ravnos
fledglings do take to the undead state with more ease
than those of other clans, having already cut their
ties to friends, family, and society.
While the nomadic habits (and even
requirements) of the clan make any kind of proper
organization difficult, something like a Ravnos revival
is forming, taking root among the more communal
members of the clan. A complex set of signs and
signals, known and taught only to members of the
clan, helps them find and identify each other, as
well as set up occasional gatherings to swap rumors
and trade information on the state of Kindred
affairs across domains. Storytelling is popular, and
a mythology of sorts emerges among young Ravens
in which they identify as descendants of various
mythological trickster deities, going so far as to form
coteries or Embrace broods devoted to one clever god
or another. Lacking still-active ancestors, they make
up their own, elevating their craft to divine mandate.
An increasing number of Daredevils make do on
their own, or fight their curse in an attempt to settle
Disciplines
ANIMALISM: The Ravnos maintain an almost
affable relationship with animals, especially ravens,
foxes, coyotes, spiders, and monkeys. (At the
Storyteller’s discretion, reduce the Difficulty for
Animalism tests involving these animals by one and
increase it for all other kinds of animals.) Employing
these familiars as spies, distractions, and the
occasional companion, a Ravnos is never truly alone
on the road.
OBFUSCATE: While many Rogues are able to
vanish from sight and remain hidden, the clan
is also adept at extending the use of Obfuscate
to craft elaborate and sustained hallucinations,
effectively using their Presence to propel the
properties of the Discipline to encompass more
than their own visage.
PRESENCE: The go-to method when natural
charm and persuasion isn’t enough. Few Daredevils
are without at least some measure of this Discipline.
They make frequent use of Presence to procure
victims in a pinch, and the Discipline also has a part
to play in hallucinatory powers.
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Chapter One: Clans
Bane
of dice equal to their Bane Severity. They receive
Aggravated damage equal to the number of 10s
(critical results) rolled as they scorch from within.
This happens every time they spend the day in a
location where they’ve already slumbered less than a
week before, and applies to Ravnos in torpor as well.
What constitutes a location in this regard
depends on the scope of the chronicle, but unless
otherwise stated, two resting places need to be
at least a mile apart to avoid triggering the Bane.
Furthermore, a mobile haven, such as a movers’
truck, is safe so long as the place where the truck
is parked is at least a mile from the last location.
Ravnos characters cannot take the No Haven Flaw
at character creation.
The Ravnos are doomed. The sun’s fire that
incinerated their founder rages through the Blood
of the clan, erupting from their very flesh if they ever
settle down for long. If they slumber in the same
place more than once in seven nights, roll a number
Compulsion: Tempting Fate
The vampire is driven by their Blood to court
danger. Haunted as they are by righteous fire
burning its way up their lineage, why not? The
next time the vampire is faced with a problem to
solve, any attempt at a solution short of the most
daring or dangerous incurs a two-dice penalty.
(Suitably flashy and risky attempts can even merit
bonus dice for this occasion.) The Daredevil is free
to convince any fellows to do things their way, but
is just as likely to go at it alone. The Compulsion
persists until the problem is solved or further
attempts become impossible.
Ravnos Archetypes
Midnight Motorcycle Courier
When the package absolutely needs to be delivered
in one piece, on time and in the dead of night,
the Midnight Motorcycle Courier is on the job.
The Courier isn’t listed on any known website,
but those of note, mortal and undead, have their
number on speed dial. The Courier knows which
routes to take when the sect war flares up, whose
palms to grease when domains are to be crossed,
and where to lay low when it all comes tumbling
down. Above all, they have options. Playing the
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players of the city like a concrete Yojimbo, they
nevertheless have a gassed-up unregistered crosscountry dirt bike ready. Just in case.
Operative for Hire
The Operative is a rare breed among Rogues:
discreet, professional and above all, trustworthy.
They perform their mission according to spec,
whether it involves espionage, diplomacy or
the occasional assassination. On payment, they
disappear until called upon again. Everyone knows
the Operative works for all sides, but they’re just
too damned useful to move against. And besides,
nobody wants them as an enemy. Most keep the
Operative on a small retainer, to guard against that
risk. The Operative likes it that way.
Travel Agent
Seeing the world can be a daunting proposition for
those who spontaneously combust in sunlight and
have the scattered eyes of global intelligence looking
for them. That’s where the Travel Agent comes in.
Operating a discreet agency with contacts in the far
corners of the globe, nowhere is unreachable. Their
clients know what they sign up for, or they’re out
of options anyway. Whether it means spending 13
days in a refrigerated truck trailer or playing the part
as cargo raided by pirates from the Gulf of Guinea,
the Travel Agent gets them to their destination. The
client might not be quite the same when they get
there, but that’s a risk they’ll have to take.
Antiquarian
With a keen sense of history, an eye for detail, and
personal reasons to seek out forgotten artifacts, the
Antiquarian seems forever on the verge of another
significant discovery. Sometimes these translate
into personal gains, such as by selling artifacts
to museums or private collectors. In other cases,
though, the Antiquarian specializes in unearthing
items of distinct interest to Kindred, whether
bibelots exalting individual lineages or relics of
import to the Damned as a whole. If it’s worth
finding, the Antiquarian can find it and dig it up (or
at least convince you that’s what you’re seeing).
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Cyclops
Soul-Thieves
Dajjals
Saulot’s Progeny
To make one’s haven in the vale of sorrows
and forever tread a path of thorns.
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Chapter One: Clans
M
ost of their kind lost to undead
usurpers, the highly desirable Blood
of the hunted Salubri is a prize to
other vampires. This, and their
reluctance to Embrace, makes them rare in the
modern nights. They often recruit those on the
edge of death, believing their curse can provide the
worthy a second chance, and they count some of
the most humane vampires among their ranks.
The schemes of the Kindred yield winners and
losers, and each winner demands a loser to pay the
price of that success. Such is the case with the Salubri,
centuries ago renowned for wisdom and erudition,
but now little more than a despised footnote in the
schemes of the Damned. Tonight, the Salubri are
arguably no longer even a clan, their progenitor, so
it is told, having succumbed to the fangs of a more
ambitious usurper who built his own Clan Tremere
with that purloined Blood. Theirs is a legacy of
tragedy but also a bitter lesson in the millenniaspanning Eternal Struggle. In their destruction, their
rivals laid the guilt upon the victims, spreading tales
of soul-stealing and worse truths hidden behind pious
cant. As if to compound the recognition of this guilt,
every Salubri bears a third eye in the center of their
forehead, the indicator of their lineage.
Who Are the Salubri?
Salubri childer are few — it is whispered that only
seven ever exist at one time, but whether or not
that remains true in the modern nights cannot be
confirmed. According to their custom, Salubri
sires Embrace only when they reach Golconda,
thereby passing on their curse anew each time,
but again, the current state of Kindred affairs calls
this into question. Thus the choice of childer is
an even more intensely personal decision for the
Salubri than for other Kindred. To Salubri sires
considering progeny, a potential childe must have
a problem to solve; Salubri do not Embrace on
whim. They may Embrace the terminally ill, those
who have endured a family tragedy, or those with
an unquenchable drive to right a worldly wrong.
It is believed that the progenitor of the clan,
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the enigmatic Saulot, was in fact the first Kindred
to attain Golconda, and his lineage still attempts
to walk that path centuries after his destruction.
They often lead troubled unlives, weighed down
by the Kindred condition but buoyed by the
promise of redemption, however elusive it may
seem. Undaunted, the Salubri pursue the answer to
Caine’s damnation, and have even helped others find
their own personal absolution.
Or have they? With the power to grant aid
comes the power to harm, especially to hear the
tales of soul-stealing and congress with unholy
entities that swirl in the wake of Clan Salubri’s
ruin. This, combined with details of the aggressive
stance some Salubri take toward their fellow
Kindred — hunting and destroying those they
deem dangerously proximate to the Beast — have
muddied the reputation of the clan to those few
who know of them. But is this credible or hearsay?
Few Princes want them in their domains,
because they’re usually on the outs with somebody.
Anarch Barons may feel sympathy for the Salubri,
but rarely to the extent that they’re willing to harbor
a fugitive in their territory. Much of the Salubri lot
is being hated and hunted for something their sires
may or may not have done centuries ago.
The fate of the Salubri in these final nights
is grim, but they face their lot with a perspective
rare among the Kindred. Willing as they are to
help others walk the difficult path of Golconda,
many Salubri seem to actually want to “solve” the
problem of being a vampire rather than indulging
or evading it. Some others vow to destroy the more
blatant transgressors of the Kindred condition and
enlist the aid of others to pursue them, redeeming
or destroying Wights, low-Humanity vampires, and
those who otherwise revel in their damnation.
DOMINATE: The Salubri use Dominate to
unburden others of the horrors of being a vampire
or from witnessing the atrocities Kindred may
commit. Whether erasing troubling memories
or bolstering individuals against the undesired
consequences of their actions, the Salubri have
developed the ability to on occasion apply this
Discipline as a balm.
FORTITUDE: A clan so despised needs every
advantage it can to survive the modern nights, and
the Salubri have also learned to will forth their own
hardiness as a boon to others’ well-being.
Bane
The Salubri are hunted: Kindred of other clans are
especially ... appreciative of Salubri vitae. When
a non-Salubri partakes of the blood of a Cyclops,
they often find it difficult to pull themselves away.
Consuming enough to abate at least one Hunger
level requires a hunger frenzy test (Vampire: The
Masquerade, p. 220) at Difficulty 2 + the Salubri’s
Bane Severity (difficulty 3 + the Salubri’s Bane
Severity for Banu Haqim). If they fail the test, they
just keep consuming, to the point that they may
have to be physically fought off.
Additionally, the third eye that Saulot opened
while on one of his many journeys passes down
through the bloodline every time a Salubri Embraces.
This third eye is not always recognizably human
in origin, and rumors persist of vertical, serpentine
pupils or even worm-like eyespots. While this third
eye can be physically covered, such as with a headscarf
or hood, it is always present, and no supernatural
power can obscure it except those that hide the entire
Salubri. Any time a Salubri activates a Discipline
power, the third eye weeps vitae, its intensity
correlating to the level of the Discipline being used,
from welling up to a torrential flow. The blood flow
from the third eye triggers a hunger frenzy test from
nearby vampires with Hunger 4 or more.
Disciplines
AUSPEX: Much of the storied wisdom of the
Salubri comes from being able to perceive beyond
the ken of less observant Kindred. Considered by a
philosophical mind, the hidden truths of the world
reveal themselves.
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Chapter One: Clans
Compulsion:
Affective Empathy
to further its resolution. The scale of the personal
problem isn’t important; the Salubri understands
that sometimes suffering is part of a cumulative
situation and not an isolated stimulus. Any action
not taken toward mitigating that personal tragedy
incurs a two-dice penalty. The Compulsion persists
until the sufferer’s burden is eased or a more
immediate crisis supersedes it or the end of the
scene.
When a Salubri suffers a Compulsion, the Kindred
becomes overwhelmed with empathy for a personal
problem that afflicts someone in the scene, and seeks
Salubri Archetypes
Very few Salubri exist in the modern nights. In
some senses, each Salubri is their own archetype; if
a Salubri appears in the chronicle’s domain, they’re
there for a purpose.
Seeker of the Truth
Whether because of their sire’s influence, or the
sole reason of a third eye mysteriously appearing
on their forehead — coming back even after being
surgically removed or extracted — the Seeker of
the Truth just knows there’s deeper meaning in
all of this, and dedicates their unlife to a grand
search for answers. Once a philosophy student, a
self-proclaimed researcher of the unknown, and a
“spiritual influencer,” this Cyclops focuses on the
nature of the undead by examining their own body
and observing its reactions to external stimuli (does
the third eye behave just like the other two?), seeking
enlightenment in written or spoken words of other
Kindred, and starving their Beast to uncover the
mysteries of Golconda. Where others see things
mundane or risks not worth taking, the Seeker of the
Truth sees opportunity to learn, even at the cost of
their own safety.
Unwilling Healer
Some are born to help others, wishing for nothing
else but to cure the ill, soothe the afflicted, and offer
a caring hand to all in need. Some end up doing
this because their family paid for a medical degree
(the salary prospects aren’t too bad). Whatever their
motivation was, the Embrace has given them new
tools: Now, they’re able to restore the living —and
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even the undead — with their Blood. Unfortunately,
this isn’t what they signed up for. Torn away from
their old job and life they only thought they hated, the
Unwilling Healer finds themselves loath to continue
their craft, yet forced to do so by their sire, other
Kindred, and their own empathetic Compulsion.
Jaded, they do what they must, all while looking
forward to anything that could make their job feel
rewarding again.
Monster Against Monsters
Let’s face it: The prospect of spending eternity
disguising one’s forehead and battling the Hunger
is not entirely a dream come true. Forever in hiding,
never understanding why anyone would subject
another to the punishment of the Embrace, the
Monster Against Monsters forges their resentment
into action. Unwelcome in Kindred society, they
actively work against it, serving as the anonymous
informant for the local police or keeping a close eye on
other predators on their own, sabotaging their feeding
attempts whenever situation allows. The prospect of
culling the undead population is tempting for them,
but whether it’s done by their own hands or through
cooperation with mortal forces working against
Kindred, it’s an incredibly dangerous game to play.
Spy for Hire
Hiding the eye (and the blood that tends to ooze
from it in the least convenient moments) takes
practice and dedication. Bandanas, hats, bandages
and patches, absorbing textiles meticulously taped
to one’s skin and hidden under garments, realistic
silicone masks, staying away from lit up areas and
cameras.… With a nightly routine consisting of so
many precautions, it’s no wonder the Spy for Hire
forever stays in disguise, working undercover and
leaving no trace behind. Hiring an alleged soulsucker for a silent job might sound like the last resort
for many, but with their existence so dependent
on lying low, the Salubri might as well be the
most reliable candidates for any tasks requiring an
incognito approach. So long as they’re guaranteed
protection and discretion, the Spy for Hire is up for
any task — for a good price, of course.
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Chapter One: Clans
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Dragons
The Old Clan
Voivodes
Stokers
Not to lead, not to triumph, but to rule — to own utterly.
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Chapter One: Clans
T
o the Tzimisce, possession is all. They
aim to dominate and own the subject of
their possessiveness, jealously guarding
it like their namesake dragon would
its hoard. Everything from land, people, cults,
companies, or gangs can fall under the covetous
claws of a Dragon. This relentless possessiveness
extends as well to their own bodies, and they often
rework themselves into flawless, hideous, or utterly
alien forms, all the better to display their utter
control of all things theirs.
The clan’s charges have traditionally been
defined geographically, such as a land or a regional
people, but as Transylvanian properties dwindle they
extend their obsession to gangs or business chains or
even military units. Their covetousness limited only
by lack of opportunity, they are exceedingly hard to
dislodge once they’ve sunk their claws in.
Few carry a grudge or hate an elder like a
Tzimisce, and the clan has numerous members
in both the Sabbat and the Anarchs. Among the
Black Hand, a nigh-medieval mindset drives the
grasping Dragons to destroy the pawns of the
despised ancients. Similarly, being shut out of
the most desirable domains often drives young
Tzimisce into the modern ways of the Anarchs,
as they redefine themselves and their charges to
claim holdings relevant to the night. Some few
Tzimisce, generally arch-traditionalists, find a
familiar (some would say anachronistic or even
stagnant...) comfort in the neofeudalism of the
Camarilla, but these are comparatively rare, and
most Camarilla courts have little love for their
avarice. Few Tzimisce see sect as much more than
a means to a personal end, and the Camarilla
gives them little trust in return. At their worst,
the Tzimisce are tyrants, without the sense of
obligation or duty that nobility usually conveys.
Who Are the Tzimisce?
To have been Embraced a Tzimisce means to own
for the sake of owning, and to keep it out of the
hands of others at all costs. In fact, many Tzimisce
regard the Embrace itself as an act of ownership,
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and have decidedly traditional relationships with
their childer, whom they may even regard as
property in extreme cases. If pushed to the edge
they’d rather burn with their charge than let it
fall into the hands of others; as Dragons, they are
utterly familiar with the meaning of “scorched
earth.” Even tonight, they are the iron fist, with
the velvet glove entirely optional. In a few cases
their subjects are willing, but in most cases these
subjects live in fear of an aloof master caring not
about the happiness of its prize — only that it
stays theirs. Visiting members of other clans are
occasionally shocked to see Tzimisce domains that
are run-down, neglected, or barren, until they
remember that the Dragons don’t necessarily care
whether their charges flourish, only that they
are wholly owned. A decrepit tenement is just
as likely to be a Tzimisce holding as an opulent
estate on ancestral lands.
This relentless possessiveness extends as well
to the physical form — and beyond — of the
Tzimisce, who consider themselves the ultimate
owners of their bodies, even beyond the limitations
of the Curse of Caine itself. Many Dragons
practice a specialization of the Protean Discipline
known as Vicissitude that allows them to rework
their bodies and those of subjects and even lesswilling victims. Indeed, those steeped in the lore of
the clan recall the early nights of Vicissitude, when
the Tzimisce refused to heed Protean limitations
of wolf and bat forms, and pushed their mastery
even further. In those nights, they created their
fleshcrafted servitors, the hideous szlachta and the
terrifying composite beasts known as the vozhd.
(See Consolidated Antagonists, p. 241, for their
statistics.)
Even beyond the practice of physical
Vicissitude, the Dragons eagerly extend
that mastery into the realm of the mind and
spirit. These Tzimisce practice a form of
transcendentalism that concerns itself with the
very limits of vampirism itself. They transform
themselves into statues or ikons, or alter the traits
of gender (such vestigial mortal trappings...), or
cultivate retinues of lookalikes to subsume their
own individuality. To hear the hoariest tales, some
Voivode lords have themselves become one with
their havens, or even suffused themselves into
their homelands, merging their consciousness
with the very soil of the domain. What better way
to show ownership of the land and its folk than to
become that very land and sustain the generations
to come?
As might be expected, this makes for harsh
divides between young Tzimisce, who often have
little that would be considered property in the
traditional sense, and older Dragons, who have
had time to claim and redouble their precious
holdings, and this has been true since time out of
mind. No surprise, then, to learn that the Tzimisce
participated vigorously in the Anarch Revolt,
and were one of the founding clans of the Sabbat,
rebelling against the tyranny of elders. Even tonight
this wariness exists, and Dragons are exceptionally
cunning when it comes to defining the charges over
which they claim ownership, lest a more-covetous
Voivode seize the charge for their own.
Disciplines
ANIMALISM: Some Tzimisce cultivate
Animalism as an extension of their oneness with
their domains. Others see it as a tool to better
command hosts of lesser beasts in order to claim
those domains. In any case, Tzimisce have long
felt an affinity with the more bestial denizens of
their ancestral lands.
DOMINATE: The perfect Discipline for
enforcing one’s edicts through sheer mental force.
Dominate not only helps the Dragons seize the
object of their obsession, but also conditions
long-term servitors into extensions of the Fiend’s
unquestionable will.
PROTEAN: As masters of their own physical
forms, the Tzimisce use Protean to force
themselves into other shapes, especially those
associated with many of the ancestral lands of
the Old Clan, such as the bat and wolf. Beyond
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Chapter One: Clans
these traditional Kindred guises, many Tzimisce
practice the methods of Vicissitude (see p. 81),
which allows them to transcend the rote forms of
Protean and treat their own bodies and those of
their subjects as primal clay.
Bane
The Tzimisce are grounded: Each Tzimisce must
choose a specific charge — a physical domain,
a group of people, an organization, or even
something more esoteric — but clearly defined and
limited. The Kindred must spend their daysleep
surrounded by their chosen charge. Historically
this has often meant slumbering in the soil of
their land, but it can also mean being surrounded
by that which they tonight rule: a certain kind of
people, a building deeply tied to their obsession,
a local counterculture faction, or other, more
outlandish elements. If they do not, they sustain
aggravated Willpower damage equal to their Bane
Severity upon waking the following night.
Compulsion: Covetousness
When a Tzimisce suffers a Compulsion, the Kindred
becomes obsessed with possessing something in the
scene, desiring to add it to their proverbial hoard.
This can be anything from an object to a piece of
property to an actual person. Any action not taken
toward this purpose incurs a two-dice penalty. The
Compulsion persists until ownership is established
(the Storyteller decides what constitutes ownership
in the case of a non-object) or the object of desire
becomes unattainable.
Tzimisce Archetypes
Landlord
Since time immemorial, the Tzimisce have been
the lords of their domains. In the modern nights,
however, the lord on the mountain has all but
vanished. The Tzimisce are a crafty clan, though,
and though they may no longer be manorial lords
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in ancestral Old World estates, they find ways
to exert control over urban domains and rural
territories where they may. Landlords may own
tenement slums or fashionable high-rises, but the
result is the same: They bleed their tenants for
their wealth just as they bleed their victims for their
blood, and they consider both to be extensions of
their property.
Gang Leader
It’s not a gang so much as it is a way to make sure
everyone’s watching everyone else’s back when the
rest of the world has written them off. The Gang
Leader goes out of the way to show how everyone
working toward a common goal, that society tells
them they can’t have, simply needs to reach out and
take it. If they weren’t running a drug cartel or a
protection racket, the gang leader would be hailed as
a captain of industry.
Grudgebearer
So long as the Tzimisce have claimed domain,
they have been in conflict with those who seek
to take it from them, which is often everyone to
the covetous Fiends. In particular, the Tzimisce
have longstanding hostilities toward the Tremere,
Gangrel, and Nosferatu, whom they see variously
not only as usurpers of the Blood but also as
interlopers in territories that rightfully belonged to
them or their sires. Grudgebearers rise each night to
exact some small mote of cold revenge against those
they perceive to have slighted them, and against the
childer of childer of hated rivals.
Special Forces Commander
Possessed not of a traditional land domain, the
Special Forces Commander has instead the nighfanatical respect of their unit, and their soldiers
would follow them into Hell itself. So the Special
Forces Commander bides their time and trains
their troops, for when they can perhaps parlay an
insurrection or police action into a greater claim
of domain.
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Chapter One: Clans
CLAN BANE
VARIANTS
One of the fundamental traits of the vampire clans is
their Bane. While there is overlap between Disciplines,
stereotypes, and the mortal spheres toward which
they gravitate, each Bane is unique — as much a
characteristic as a curse. Due to the nature of some
stories, not all Banes will have much of an impact, or
conversely might make a clan completely unplayable.
A nomad-style chronicle makes the Ravnos Bane
inconsequential, while a story focused on survival
in the gutter might blow the Toreador Bane out of
proportion. This chapter presents alternative Banes
for all clans, allowing troupes to switch them out in
order to keep the setting fresh or to make sure that all
clans stay playable. Any Bane variants should apply
to clans as a whole, though, as they are a lineage’s
signature trait and not an individual quirk. (This does
not apply to the Twice Cursed Flaw on p. 121, as it
represents an extension of the Bane, not a swap.)
properties; in amounts below the quantity needed
to create a Blood Bond, it inflicts no damage even if
injected directly into the bloodstream, for example.
This variant is useful when the chronicle is focused
on mortal society and interaction over that of
other vampires. Banu Haqim ghouls will be rare,
with only the hardiest mortals able to survive the
tainted power they provide.
Brujah: Violence
Unliving vectors of revolt, the Brujah cannot
help but change things — often violently
and not always for the better. While all
vampires harbor a capacity for destruction, a
hungry Brujah always does some kind of damage.
On a messy critical result on any Skill test,
a Brujah vampire causes damage (physical or
mental, depending on the situation) to the subject
of their interaction equal to their Bane Severity,
in addition to any other result of the Hunger
dice. The damage is Aggravated unless the player
spends a point of Willpower, making the damage
Superficial instead.
Banu Haqim: Noxious Blood
Death lurks in the Blood of the so-called
Assassins. While its effect on other
vampires is the same as any vitae, it is
poison to mortals and risks the life of
anyone the Banu Haqim would try to make their
ghoul or Blood Bond.
A mortal drinking the Blood of a Banu Haqim
vampire suffers Aggravated Damage equal to the
Bane Severity of the vampire for each Rouse Check’s
worth of Blood ingested. In addition, Banu Haqim
vitae cannot be used to heal mortal injuries (see p.
139). Banu Haqim vitae does not have any other toxic
This variant makes sense in a chronicle where Frenzy –
including the regular Brujah Bane – rarely comes into
play either because of the narrative or the troupe going
for a more rules-light approach.
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Gangrel: Survival Instincts
Lasombra: Callousness
Nothing matters more to the Animals than
survival. Among the most tenacious of all
vampire clans, the Gangrel can endure
almost anything and thrive in the harshest conditions.
Where the Beast can often put a vampire in unfavorable
situations, a Gangrel’s instincts are calibrated foremost
to make sure they see another night.
Subtract dice equal to the Bane Severity of the
Gangrel from any roll to resist fear Frenzy. This
cannot take the pool below one die.
Whether from their tendency to select
particularly ruthless mortals for the
Embrace or that something gnawing at
their psyche, Lasombra vampires tend
toward the inhuman, regardless of sect or
unlifestyle. Something just seems off about them
and Lasombra who care about their sanity must
be extra careful, lest their Beast take another bite
out of their Humanity.
When making a Remorse roll, deduct a number of
dice equal to the Bane Severity of the Lasombra vampire.
This cannot reduce the dice pool below one die.
This variant is good for danger-filled chronicles where
fire and sunlight are constant threats but where mental
and social conflicts are less common, or if the troupe just
doesn’t want to bother with tracking temporary dice
penalties.
Chronicles that focus on Humanity and the loss of
it can benefit from this variant, as can chronicles in
historical settings that are light on technology.
Hecata: Decay
Malkavian:
Unnatural Manifestations
The Hecata connection to death and
entropy cause them to practically
radiate decay, slowly eating away at
things both living and inert in their vicinity. Their
havens turn decrepit in a matter of nights, plants
wither around them, and even mortals grow haggard
and sickly from prolonged exposure. Some Hecata
come to terms with this, making do with dilapidated
havens and few, if any, mortal servants. Those who
don’t must spend considerable time and effort to
keep their assets from decaying around them.
Hecata vampires suffer additional dots in Flaws
equal to their Bane Severity divided as they see
fit among Retainer, Haven and Resources Flaws.
These can either be taken at character creation
or “bought off” by paying twice the amount of
Background dots. In addition, purchasing dots in
these Advantages costs an additional amount of
experience points equal to Bane Severity.
Even the most mundane-seeming Oracle
raises the hackles of those around them
when they tap into the powers of their
eerie Blood. Although they rarely
recognize the source of these sensations,
mortals respond with notable unease when a
Malkavian uses their powers, and other vampires can
readily recognize the presence of a fellow undead.
Whenever a Malkavian uses a Discipline power,
mortals in close proximity (roughly in the same room
or equivalent) are spooked and any social interaction
with them apart from intimidation suffers a dice penalty
equal to the Malkavian’s Bane Severity. This sensation
isn’t Masquerade-breaking, but the mortal is struck by a
sudden fear or dislike of the vampire, lasting one scene.
Other vampires experience a similar sensation, instantly
recognizing the Malkavian as a vampire, though no
penalties apply to interactions with them.
If the chronicle does not emphasize feeding scenes or the
characters are able to procure vessels in more controlled
ways, this variant can provide an interesting angle on
the Hecata.
If the troupe wants to emphasize the discomfiting
nature of Malkavians and highlight their weirdness,
this variant can fit the bill.
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Chapter One: Clans
Ministry: Cold-Blooded
Try this variant Bane if you want your chronicle’s
Nosferatu to be repulsive in ways other than how they
look, and to provide them with a more visible presence.
Be aware that Nosferatu in this chronicle are unlikely
to be invited to Elysium, unless they bring their own
pest control crew.
Often compared to that of serpents, the
Blood of the Ministers runs cold in more
ways than one. Without fresh, warm
blood in their veins they find it impossible to mimic
the breath and heartbeat of a mortal, and even then
the act requires considerable effort.
A vampire of the Ministry can only use Blush of
Life if they have recently fed from a living vessel (in
the same scene or up to roughly an hour ago, at the
storyteller’s discretion), and when they do it requires a
number of Rouse Checks equal to their Bane Severity
rather than just one.
Ravnos: Unbirth Name
Ravnos vampires rely on a single
inviolable truth to anchor them as they
ply their trade on the edge of the real:
their name. Whatever name they went by at the time
of their Embrace, the Tricksters take great care in
hiding it, for anyone who knows this “unbirth name”
gains power over them.
Anyone who speaks a Ravnos’ unbirth name to
their face receives a bonus equal to the Ravnos Bane
Severity to resist their Discipline powers, and the Ravnos
suffers an equal penalty to resist supernatural powers
used by the name-wielding opponent.
Social and subtle chronicles where smooth interaction
with mortals is at a premium can add tension to this
variant.
Nosferatu: Infestation
No matter where they go or try to hide,
swarms of vermin follow the Nosferatu.
Some are plagued by swarms of rats,
others act as a beacon to roaches, while
still others cannot get rid of the damn pigeons or their
leavings. In many cases all of the above and more. No
matter where they make their haven, they soon drive
all other inhabitants away. Even a quick stop can
provide unwelcome guests that stay long after the
Sewer Rat leaves.
A Nosferatu Haven is always infested with
vermin, causing a penalty equal to two plus their
Bane Severity to any attempt at an activity (by
anyone) that requires concentration, as well as social
tests at the Storyteller’s discretion. In addition,
any time a Nosferatu vampire spends a scene at an
enclosed location, the vermin infestation yields
a similar effect, though the penalty is equal only
to the vampire’s Bane Severity. Any attempt to
(temporarily) control the vermin with Animalism is
done at a penalty equal to Bane Severity.
Note that with this Bane, Nosferatu are not
necessarily deformed, though they can still be weirdlooking, if desired.
If the regular Bane would be too oppressive or
insignificant (in very stationary or nomadic chronicles
respectively) this variant can help define the Ravnos
clan instead.
Salubri: Asceticism
Something in the Salubri resists the
vampiric condition, and the more they
indulge their Hunger, the less inclined
their Blood is to obey them. Only in abstinence are
they free to employ the full extent of their powers, as a
Salubri vampire needs the pangs of starvation to avoid
stymieing their supernatural abilities.
When their Hunger is below three, Salubri
vampires suffer a penalty equal to their Bane Severity
to any Discipline dice pools. This is in addition to
the third eye, described on p. 47.
This variant provides characterization of the Salubri in
chronicles where their hunted status isn’t practical or
interesting to focus on, such as when the player coterie
provides the majority of the vampires in the domain.
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Toreador: Agonizing Empathy Tzimisce: Cursed Courtesy
Just as many Tzimisce are deadly serious
about their own haven and property, so
are they compelled to treat that of
others. A Tzimisce vampire entering
someone else’s home uninvited suffers severe distress
and an almost physical desire to leave.
A Tzimisce vampire wishing to enter a place of
residence (homes and havens alike) uninvited must spend
Willpower equal to their Bane Severity and also suffers
a similar dice penalty to their Discipline pools during
their stay. The invitation must be made by someone who
lives (or unlives) there, and thus only actual inhabited
homes or havens fulfill this condition. The Tzimisce can
freely enter public or abandoned buildings; and flats or
apartments count as separate homes for this purpose.
Edge cases are left to the Storyteller’s discretion.
Tzimisce using this Bane cannot take the
corresponding Folkloric Block as a Flaw.
The curse of the Toreador is that they
feel too much — sometimes literally
— of the sensations around them.
Especially in intimate moments such as
feeding, a Diva physically suffers the agony they
inflict on a mortal, damage to their dead bodies
mimicking the harm inflicted on the vessel.
When a Toreador vampire feeding causes
damage to a mortal, the vampire suffers similar
(usually Aggravated) damage in return, though
a single feeding cannot cause more damage than
their Bane Severity. The damage takes the form of
involuntary internal bleeding, the vampire exhibiting
vivid bruising in whatever spot matches the bite
location on the victim.
With the regular Toreador Bane being subject to a lot
of Storyteller adjudication, this variant can fit troupes
that desire stricter systems.
If the chronicle is set in an established domain with
few, if any, changes of haven, this variant Bane shines
another spotlight on Tzimisce characteristics.
Tremere: Stolen Blood
Descending from vampires who
appropriated the curse of Caine,
Tremere vampires are unable to utilize
their Blood as effectively as Kindred of
other clans. While they are able to call on it for
Disciplines and animation, the inherent ability to
perform superhuman feats is far harder for Tremere.
When a Tremere vampire performs a Blood Surge
(Vampire: The Masquerade, p. 218) they need to
make Rouse Checks equal to their Bane Severity. If
these Rouse Checks raise the vampire’s Hunger to 5
or higher, they can choose whether to back off their
Blood Surge or to perform it and then immediately
hit Hunger 5 afterward.
Ventrue: Hierarchy
While many Ventrue seek to lead, they are
also swift to obey their superiors. In many
cases chosen for a pragmatic mindset,
Ventrue childer learn to heed their sire, and their
Blood-borne instincts often make them yield in a
similar way to any vampire of older Blood.
A Ventrue vampire suffers a penalty to their
Discipline dice pools equal to their Bane Severity when
attempting to use their powers on a vampire of lower
generation. They must also spend Willpower equal
to their Bane Severity if they wish to directly attack a
vampire of lower generation.
This variant is useful when the chronicle focuses
on vampire society and interaction over that of
mortals, or if Blood Bonding is rare, such as in some
Anarch domains.
If the chronicle does not focus on feeding scenes or the
characters can procure vessels in more controlled ways,
this variant helps define the Ventrue as everything
from honoring anachronistic feudal social codes to
being unabashed bootlickers. ■
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Chapter Three: Characters
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Chapter Three:
CHARACTERS
Although I possessed the capacity of bestowing animation,
yet to prepare a frame for the reception of it, with all its
intricacies of fibres, muscles, and veins, still remained a
work of inconceivable difficulty and labour.
C
— MARY SHELLEY, FRANKENSTEIN
haracters hold up the world. They give it a reason to exist.
The world of the story rotates around them, even if they
seem to be confused fledglings out of their depth or ancillae
out of their element. They center the story because they
have the players behind them. These paper characters drink vitality and
originality and flavor and personality from the players, and become
something different, something better. If they weren’t vampires, we’d
say they come to life.
But even vampires need skeletons to hold them up. These rules take
the bones of the mechanics, rotate them a few directions, show off some
possibilities, and then … well, what happens next is up to you. You’re the
players, after all. Your characters are getting Hungry.
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Chapter Three: Characters
For a complete list of Advantages and Flaws, see the Appendix, p. 232.
Vampire Traits and Types Summary Sheet
Predator Types
Attributes
Alleycat: You take blood by force or threat.
Mental Attributes
(Celerity or Potence)
Intelligence: Memory, reasoning, intellect
Bagger: You acquire preserved or dead blood,
Wits: Quick reaction, intuition, spur-of-themoment decision-making
rather than hunt. (Blood Sorcery or Obfuscate)
Blood Leech: You feed from other vampires.
(Celerity or Protean)
Resolve: Focus, concentration, attention
Cleaver: You take blood covertly from your mortal
family. (Dominate or Animalism)
Physical Attributes
Strength: Muscular power, close-combat damage
Consensualist: You take blood with consent.
(Auspex or Fortitude)
Dexterity: Agility, grace, reflexes
Extortionist: You force mortals to pay you in
blood for your services or protection. (Dominate or
Potence)
Stamina: Toughness, resilience, endurance
Social Attributes
Farmer: You feed from animals. (Animalism or
Charisma: Charm, magnetism, strength of
Protean)
personality
Graverobber: You hang around hospitals and
Manipulation: Verbal finesse, social guile,
Grim Reaper: You feed on those about to die.
(Auspex or Oblivion)
Composure: Self-control, cool, calm head
morgues looking for victims. (Fortitude or Oblivion)
smoothness
Skills
Montero: Your retainers drive the prey to you.
(Dominate or Obfuscate)
Osiris: You feed from your cult or followers. (Blood
Physical Skills
Sorcery or Presence)
Athletics: Running, jumping, climbing
Pursuer: You study and stalk your victim before
striking. (Animalism or Auspex)
Brawl: Unarmed combat of all types
Sandman: You feed from sleeping victims. (Auspex
or Obfuscate)
Craft: Crafting, building, shaping
Drive: Operating vehicles
Scene Queen: You feed from your subculture or
exclusive group. (Dominate or Potence)
Firearms: Using ranged weapons, such as guns and
Siren: You feed by seducing your victims.
Larceny: Breaking and entering, guarding against
Trapdoor: You lurk in your nest and lure prey into
Melee: Armed hand-to-hand combat
bows
(Fortitude or Presence)
the same
it. (Protean or Obfuscate)
Stealth: Not being seen, heard, or recognized
Survival: Remaining alive in adverse surroundings
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Social Skills
Celerity: Supernatural quickness and reflexes
Animal Ken: Animal handling and
(Banu Haqim, Brujah, Toreador)
communication
Dominate: Mind control (Malkavian, Salubri,
Tremere, Tzimisce, Ventrue)
Etiquette: Politeness in social settings
Fortitude: Monstrous toughness (Gangrel,
Hecata, Salubri, Ventrue)
Insight: Determining states of mind and motives
Intimidation: Getting another person to back down
Obfuscate: Remain obscure and unseen
Leadership: Directing and inspiring others
(Malkavian, Nosferatu, Ravnos)
audience
Performance: Expressing art in person to an
Oblivion: Necromancy and shadow shaping
(Hecata, Lasombra)
Persuasion: Convincing others verbally or
Potence: Supernatural physical strength (Brujah,
Streetwise: Understanding the ins and outs of
Presence: Attract, sway, and control emotions
Subterfuge: Tricking others into doing your will
Protean: Mastery over form (Gangrel, Ministry,
Mental Skills
Thin-Blood Alchemy: Mixing blood, emotion,
emotionally
Lasombra, Nosferatu)
criminal and urban spaces
(Brujah, Ministry, Ravnos, Toreador, Venture)
Tzimisce)
and other ingredients to create powerful effects (ThinBlooded)
Academics: Humanities and liberal arts, book-
learning
Backgrounds
Awareness: Senses, being aware of your
surroundings, spotting threats
Finance: Handling, moving, and making money
Investigation: Following clues, solving mysteries
Allies: Mortal associates, usually family or friends
Contacts: The information sources you possess
Medicine: Healing injuries, diagnosing disease
Fame: How well known you are among mortals
Occult: Secret lore, both real and unreal
Haven: A place to sleep safely by day
Politics: Diplomatic and bureaucratic acumen
Herd: The vessels to which you have free and
safe access
Science: Knowledge and theory of the physical world
Influence: Your political power within mortal
Technology: Understanding and using modern
society
technology, computers, and online activity
Loresheet: Your connection with the secret history
of the World of Darkness
Disciplines
Mask: A false identity, complete with
documentation
Animalism: Supernatural affinity with and control
Mawla: Kindred who advises and supports you: a
mentor, patron, or confederate
of animals (Gangrel, Nosferatu, Ravnos)
Auspex: Extrasensory perception, awareness,
and premonitions (Hecata, Malkavian, Toreador,
Tremere, Salubri)
Resources: Wealth, belongings, and income
Retainers: Followers, guards, and servants
Blood Sorcery: Use of the Blood to perform
Status: Your standing in vampire society
magic (Banu Haqim, Tremere)
63
Chapter Three: Characters
1 CORE CONCEPT
What is your character’s name?
Their Concept may come from who they were in life, or from what
they do now after their Embrace. The Archetypes in each clan write-up
exemplify typical Concepts. A Concept might be a job, a social role, or
an attitude (V:tM, pp. 141, 148).
2 CLAN
This is your vampire’s supernatural lineage, from which they inherit
powers and weaknesses. See the Clan Summary Sheet on p. 12 for a list of
the clans and their Disciplines and Banes. The vampire who Embraced
you – your Sire – was a member of your clan.
In addition to those clans, your character might be a Castoff vampire,
with a Sire of any clan:
Caitiff: The Clanless (Pick any two Disciplines for starter powers)
Bane: Outcast; they improve Disciplines slower than other vampires.
Thin-Blooded: The Duskborn (Thin-Blood Alchemy available,
Discipline matching the Resonance of the last blood they drank) Bane:
None, but see V:tM (pp. 111–113) for details on their weaknesses and
strengths compared to other vampires.
Based on your clan, record your Bane.
Name your Sire or leave it blank for now. If you’ve named your Sire,
add them to the Relationship Map.
5 SKILLS
These are your vampire’s learned and natural aptitudes such as how well
they punch and how astute they are with modern devices (V:tM, p. 62).
See the list of Skills on p. 62.
Pick a Skill distribution:
ƒ Jack of All Trades: One Skill at 3; eight Skills at 2; ten Skills at 1
ƒ Balanced: Three Skills at 3; five Skills at 2; seven Skills at 1
ƒ Specialist: One Skill at 4; three Skills at 3; three Skills at 2; three Skills at 1
Four Skills come with free specialties: Academics, Craft,
Performance, and Science. If you have dots in any of those Skills, choose
a specialty (V:tM, p. 159).
Take one more free specialty in any Skill in which you have dots.
Name
1
Concept
Predator
Chronicle
Ambition
Clan
Sire
Desire
4
Strength
4 ATTRIBUTES
Physical
Social
Mental
¡¡¡¡¡
Charisma
¡¡¡¡¡
Intelligence
¡¡¡¡¡
Dexterity
¡¡¡¡¡
Manipulation
¡¡¡¡¡
Wits
¡¡¡¡¡
Stamina
¡¡¡¡¡
Composure
¡¡¡¡¡
Resolve
¡¡¡¡¡
Health
Willpower
¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨
SK I L L S
Athletics
¡¡¡¡¡ Animal Ken
¡¡¡¡¡ Academics
¡¡¡¡¡
Brawl
¡¡¡¡¡ Etiquette
¡¡¡¡¡ Awareness
¡¡¡¡¡
Craft
¡¡¡¡¡ Insight
¡¡¡¡¡ Finance
¡¡¡¡¡
Drive
¡¡¡¡¡ Intimidation
¡¡¡¡¡ Investigation
¡¡¡¡¡
Firearms
¡¡¡¡¡ Leadership
¡¡¡¡¡ Medicine
¡¡¡¡¡
Melee
¡¡¡¡¡ Performance
¡¡¡¡¡ Occult
¡¡¡¡¡
Larceny
¡¡¡¡¡ Persuasion
¡¡¡¡¡ Politics
¡¡¡¡¡
Stealth
¡¡¡¡¡ Streetwise
¡¡¡¡¡ Science
¡¡¡¡¡
Survival
¡¡¡¡¡ Subterfuge
¡¡¡¡¡ Technology
¡¡¡¡¡
5
DI S C I PL I N E S
¡¡¡¡¡
¡¡¡¡¡
¡¡¡¡¡
¡¡¡¡¡
¡¡¡¡¡
6
¡¡¡¡¡
3 PREDATOR TYPE
These are your vampire’s core capabilities such as Strength, Charisma, and
Intelligence (V:tM, pp. 155-157). See the list of Attributes on p. 62. Each
type of Attribute (Mental, Physical, Social) has a “power” Trait, a “finesse”
Trait, and a “resistance” Trait; something to keep in mind when deciding
how you want your character to approach situations.
Take your best Attribute at 4
Take your worst Attribute at 1
Take three Attributes at 3
Take the rest of your Attributes at 2
2
Generation
AT T R I BU T E S
VAMPIRE SECTS
Your clan may involve you in a global sect of vampires. While
any individual vampire can belong to any sect, the majority of
the clans break down as follows:
The Camarilla: Banu Haqim, Lasombra, Malkavian, Nosferatu,
Toreador, Tremere, Ventrue, dissident Brujah and Gangrel
The Anarch Movement: Brujah, Gangrel, The Ministry,
some Caitiff, dissidents from Camarilla clans
Others: Hecata, rogue Lasombra, Ravnos, Salubri, ThinBlooded, Tzimisce, some Caitiff
A coterie usually belongs to a single sect, at least “officially,”
so make sure that the entire troupe agrees on the choice of sect.
How does your vampire feed? This is your Predator type and defines
how they survive. See the list of Predator types on p. 62.
Pick your Predator type (V:tM, pp. 175-178, and p,106), and apply it.
Add one of the listed Specialties.
Add one dot to a listed Discipline.
Apply any associated Advantages or Flaws.
Thin-Bloods and other newly fledged vampires have not yet figured out a
Predator Type. Thin-Bloods never get dots in Disciplines from Predator Type.
3
Resonance
Hunger ¨ ¨ ¨ ¨ ¨
Humanity ¨ ¨ ¨ ¨ ¨ ¨ ¨ ¨¨¨
© 2018 White Wolf Entertainment
PICKING SKILLS
If you’re not sure which skill distribution is best for your
character, then it’s often good to go with Specialist. Not only is
it the easiest to use, but it ensures you’ll have a solid die pool
in at least four Skills. Skills aren’t used to activate Disciplines
but some Skills become much more effective when combined
with certain powers. A good rule of thumb is to pick Skills
that match your Predator type, and that complement your
Discipline: Animal Ken and Animalism, Brawl and Potence,
Stealth and Obfuscate, or Awareness and Auspex.
Secondary Attributes
Health: Stamina + 3
Willpower: Composure + Resolve
64
V A M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
6 DISCIPLINES
These are your vampire’s supernatural powers. See the list of Disciplines
on p. 62.
Choose two of your clan Disciplines. Put two dots in one and one
dot in the other.
For Caitiff, choose any two Disciplines. Put two dots in one and one
dot in the other.
Pick one power from each Discipline level you have, for a total of one
power per dot (V:tM, pp. 244–287, and pp. 69-106). You can exchange
a power of higher level for one lower, but not vice versa. (A character
with two dots in a Discipline can take one level 1 power and one level
2, or they can take two level 1 powers. They cannot take two level 2
powers, however.)
Thin-bloods have no intrinsic Disciplines, but can put a dot in Thin-Blood
Alchemy if they take the Thin-blood Alchemist Merit (V:tM, p. 184).
Chronicle Tenets
Touchstones & Convictions
Clan Bane
9 HUMANITY AND GOALS
Your Humanity is 7. Check to see whether your Predator type
modifies that number.
What is your long-term Ambition? (V:tM, pp. 148, 173-174)
If you like, pick a short-term Desire for this session. (V:tM, pp.
174–175)
10 GENERATION
8
The default age for characters is Childer, but if the Storyteller and other
players agree, you can choose to play an older group of vampires (V:tM,
p. 151). Note your Generation and Blood Potency based on your age.
Advantages & Flaws
Blood Potency ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡ ¡
¡¡¡¡¡
Blood Surge
Mend Amount
Power Bonus
Rouse Re-Roll
Feeding Penalty
Bane Severity
¡¡¡¡¡
¡¡¡¡¡
7
8 BELIEFS
Convictions are the guiding principles that help your vampire cope with
their bad decisions. Touchstones are the mortals who ground you in
your Convictions.
Select one to three Convictions. (V:tM, pp. 146, 172; p. 205) You can
select zero Convictions (p. 212), but your character may burn out their
Humanity much faster.
Create an equal number of Touchstones (V:tM, pp. 146–147, 173;
p. 207), each connected to one Conviction. Add your Touchstones to
the Relationship Map.
¡¡¡¡¡
Childer
9
¡¡¡¡¡
Embraced within the last 15 years. Generation: 12th or 13th (Blood
Potency 1) or Thin-Bloods: 14th, 15th, or 16th Generation (Blood
Potency 0).
¡¡¡¡¡
¡¡¡¡¡
¡¡¡¡¡
¡¡¡¡¡
¡¡¡¡¡
¡¡¡¡¡
Total Experience
Neonates
Spent Experience
True age
Apparent age
Date of birth
10
Date of death
Notes
Embraced between 1940 and a decade ago. Generation: 12th or 13th.
(Blood Potency 1)
Each player spends 15 experience points.
Appearance
Ancillae
Distinguishing features
Embraced between 1780 and 1940. Generation: 10th or 11th. (Blood
Potency 2)
Each player adds 2 dots of Advantages and 2 dots of Flaws, subtracts
1 Humanity, and spends 35 experience points.
History
TRAIT COSTS: EXPERIENCE
© 2018 White Wolf Entertainment
7 ADVANTAGES
Backgrounds that tie you to the mortal world, Merits, and Flaws
(V:tM, pp. 179–194, plus the new Merits and Flaws on p.118, the
Caitiff Merits and Flaws on p. 126, and the Clan Coterie Merits on
p.171). See the master list of Advantages on p. 232.
Spend 7 points on Advantages, and take 2 points of Flaws.
Advantages and Flaws gained from your Predator type do not count
against this limit.
You may want to save some of your Advantage points for your
Coterie Pool (p. 171).
Thin-bloods must take between one and three Thin-Blood Merits
and the same number of Thin-Blood Flaws (V:tM, pp. 182–184, and
p. 134).
Add any Allies, Contacts, Mawali, Retainers, or other supporting
cast to the Relationship Map.
65
TRAIT
EXPERIENCE POINTS
Increase Attribute
Increase Skill
New Specialty
Clan Discipline
Other Discipline
Caitiff Discipline
Blood Sorcery Ritual
Thin-Blood Alchemy Formula
Advantage
Blood Potency
New level x 5
New level x 3
3
New level x 5
New level x 7
New level x 6
Ritual level x 3
Formula level x 3
3 per dot
New level x 10
Chapter Three: Characters
Instant Vampires
4, Larceny 2 (Lockpicking), Occult 3, Politics 1,
Firearms 2, Stealth 2, Streetwise 1, Technology 3
Predator Type: Bagger. Gain Obfuscate 1: Cloak
of Shadows, the feeding Merit: Iron Gullet 3 and the
Enemy Flaw 2
Every vampire is as individual as the mortal who
died creating them. There are no generic vampires.
That said, maybe you really want to get started with
the game and you don’t mind letting the individual
details emerge in play.
This section allows you to quickly create an
archetypal vampire character in just three steps: style,
motivation, and Embrace. While this system creates a
full character ready for immediate play, it leaves open
the Relationship Map, coterie details, and chronicle
Tenets for the players to determine together.
If you get the same Discipline Power from your
Predator Type and your Embrace, replace one with
another power.
The Face
Let’s keep it cool and let me handle the talking. Nobody ever
says no to me.
Strength 2, Dexterity 3, Stamina 2
Charisma 4, Manipulation 3, Composure 3
Intelligence 1, Wits 2, Resolve 2
Health 5, Willpower 5, Humanity 7
Skills: Awareness 1, Drive 2, Etiquette 1, Firearms
3, Insight 2, Larceny 1, Leadership 3, Persuasion 4
(Seduction), Politics 2, Subterfuge 3
Predator Type: Siren. Gain Presence 1: Awe, the
Looks Merit: Beautiful 2 and the Enemy Flaw 1
Play Style
Motivation
How do you approach problems? Pick one:
What drives you to keep going? Remember that
Ambitions need to have specific targets, not just
generic goals. Touchstone names are placeholders.
Pick one motivation, and customize it:
The Brute
Let’s get to breaking shit. All this talking is making me fangry.
Strength 4, Dexterity 3, Stamina 3
Charisma 2, Manipulation 1, Composure 2
Intelligence 2, Wits 2, Resolve 3
Health 6, Willpower 5, Humanity 6
Skills: Animal Ken 2, Athletics 3, Awareness 1,
Brawl 4 (Grappling), Firearms 2, Intimidation 2,
Leadership 1, Melee 3, Intimidation 2, Streetwise 3,
Survival 1
Predator Type: Alleycat. Gain Potence 1: Lethal
Body and Contacts (Criminals) 3 Background
Revenge
Now I can make them pay.
Ambition: Destroy those who hurt me (pick
someone very powerful)
Advantages (Flaws): Haven 2, Herd 2, Retainers 3
(Flaw: Adversary 2)
Convictions (Touchstones): Nobody crosses you
(Prof. Seams), Always punish the guilty (Elizabeth
Fund), Never put money before family (Khalid)
Coterie’s Domain: +1 Chasse
The Mastermind
First we need a plan, so nothing blows back on us if things get
messy.
Power
Strength 1, Dexterity 2, Stamina 2
Charisma 2, Manipulation 2, Composure 3
Intelligence 4, Wits 3, Resolve 3
Health 5, Willpower 6, Humanity 7
Skills: Academics 1, Awareness 3, Investigation
Everything I’ve ever wanted is within reach… I just have to
grasp it.
Ambition: Take control of my domain (pick
something large and well-defended)
66
V A M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
Advantages (Flaws): Influence 2, Mawla 2,
Resources 3 (Dark Secret: Coup Plotter 2)
Convictions (Touchstones): Nobody tells me
what to do (Mr. Alkassim), Better to be dead than
a liar (Judy Kramer), Always stand up for the weak
(Dr. Kashani)
Coterie’s Domain: +1 Portillon
Death
They chose me from among their living blood kin. What do the
dead know of our Blood?
Clan: Hecata, 13th Generation, Blood Potency 1
Disciplines and Powers: Oblivion 1: The Binding
Fetter (p. 84), Oblivion 2: Where the Veil Thins
(p. 87); Level 1 Ceremony: Summon Spirit (p. 92);
Auspex 1: Sense the Unseen
Redemption
I’ve been given a second chance and I’m not going to waste it.
Ambition: Make up for your past mistakes (pick
something extremely broken to fix)
Advantages (Flaws): Allies 2, Mask 2, Haven 3
(Haven Flaw: Compromised 2)
Convictions (Touchstones): Never harm the innocent
(Mrs. Turner), Always take what’s yours but no more
(Bes), Nobody gets left behind (Fran Serrani)
Coterie’s Domain: +1 Lien
Embrace
Why did your Sire pick you for the
embrace? These templates have a tarot
arcana theme, as shorthand. Pick one:
Justice
They judged me worthy of their gift. Now I must
justify their verdict.
Clan: Banu Haqim, 12th Generation,
Blood Potency 1
Disciplines and Powers:
Celerity 1: Cat’s Grace,
Celerity 2: Fleetness;
Obfuscate 1: Silence of
Death
The Chariot
We were going to change the world together. I’ll do it alone if I
have to.
Clan: Brujah, 13th Generation, Blood Potency 1
Disciplines and Powers: Potence 1: Lethal Body,
Potence 2: Prowess; Celerity 1: Rapid Reflexes
67
Chapter Three: Characters
Clan: Ravnos, 13th Generation, Blood Potency 1
Disciplines and Powers: Obfuscate 1: Cloak of
Shadows, Obfuscate 2: Chimerstry (p. 76); Presence
1: Awe
The Empress
I’m ready to take on the world. They gave me freedom and I’m
never going back.
Clan: Gangrel, 13th Generation, Blood Potency 1
Disciplines and Powers: Protean 1: Eyes of the Beast,
Protean 2: Feral Weapons; Fortitude 1: Resilience
Temperance
They chose me to heal a wound within themselves, and to mend
the scars our kind leave behind.
The High Priestess
Clan: Salubri, 12th Generation, Blood Potency 1
Disciplines and Powers: Fortitude 1: Unswayable
Mind, Fortitude 2: Invigorating Vitae (p. 75);
Auspex 1: Sense the Unseen
I was to be their strong left hand, hidden but deadly. I must stay
strong and prepare to strike.
Clan: Lasombra, 13th Generation, Blood Potency 1
Disciplines and Powers: Potence 1: Soaring Leap,
Potence 2: Relentless Grasp (p. 79); Oblivion 1:
Shadow Cloak (p. 85)
The Lovers
They said we’d be together forever. How will I face this alone?
The Moon
Clan: Toreador, 12th Generation, Blood Potency 1
Disciplines and Powers: Presence 1: Daunt,
Presence 2: Lingering Kiss; Celerity 1: Cat’s Grace
I see why they needed me now. It all makes sense but it’s all too
horrible to explain.
Clan: Malkavian, 12th Generation, Blood Potency 1
Disciplines and Powers: Auspex 1: Sense the
Unseen, Auspex 2: Premonition; Dominate 1:
Cloud Memory
The Tower
They chose me to be a part of something greater. Now I must
rebuild it.
Clan: Tremere, 12th Generation, Blood Potency 1
Disciplines and Powers: Blood Sorcery 1: A Taste
For Blood, Blood Sorcery 2: Scour Secrets (p. 98);
Level 1 Ritual: Bloodwalk; Dominate 1: Compel
Hanged Man
He called them to Embrace me, that I might perceive his truths.
Clan: Ministry, 12th Generation, Blood Potency 1
Disciplines and Powers: Presence 1: Eyes of the Serpent
(p. 80), Presence 1: Awe; Protean 1: Eyes of the Beast
The Devil
They said I was free... I just need to discover who I want to be.
The Hermit
Clan: Tzimisce, 12th Generation, Blood Potency 1
Disciplines and Powers: Protean 1: Weight of the
Feather, Protean 2: Feral Weapons; Dominate 1:
Compel
They wanted me to learn a lesson about myself, but I’m not sure
I’m ready for it.
Clan: Nosferatu, 13th Generation, Blood Potency 1
Disciplines and Powers: Obfuscate 1: Silence of
Death, Obfuscate 2: Unseen Passage; Animalism 1:
Bond Famulus
The World
Everything is ours. I’ll show them I can rule, as well.
Clan: Ventrue, 12th Generation, Blood Potency 1
Disciplines and Powers: Dominate 1: Compel,
Dominate 2: Mesmerize; Fortitude 1: Unswayable
Mind
The Fool
They met me on the path, and killed me. Reborn, I can follow
the path anywhere.
68
V A M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
Discipline Powers
Dominate rating cannot exceed the user’s Animalism.
System: See Animal Messenger, above. Make the
Compel or Mesmerize test as soon as the Famulus
makes eye contact with the target.
Duration: See Animal Messenger
Animalism
Level 2
Level 3
ANIMAL MESSENGER
PLAGUE OF BEASTS
Amalgam: Auspex 1
The vampire’s Famulus can carry a short message to
a person designated by its master, assuming they can
reach them. Those within earshot hear the message
as if the Famulus was speaking with their master’s
voice.
Cost: One Rouse Check for each night.
Dice Pools: None, though the Famulus must test
Resolve + Streetwise / Survival (or equivalent) if the
target’s location is unknown.
System: The vampire whispers a single sentence to
the Famulus and states the target. If the location of
the recipient is unknown the Famulus must track
them down, making a tracking test (see above) at a
Difficulty of 2, or resisted by the target’s Intelligence
+ Streetwise / Survival if they are actively trying
to hide (from the famulus or from other perceived
threats). The attempt can be made once per night.
The message is delivered as soon as the Famulus
makes eye contact with the target, at which point
they return to their master.
Duration: One or more nights depending in length
of search
The vampire can mark an individual, making them
the target of focused animal attention. Whatever
beasts or vermin are in the area seek the target out to
bark, peck, scratch, and generally make their night
miserable. While the animals retain enough instincts
to not entirely threaten their self-preservation, they
make it very hard for the victim to do anything but
fend them off.
Cost: One Rouse Check
Dice Pools: Manipulation + Animalism vs
Composure + Animal Ken
System: The vampire picks a target within their line
of sight and tests Manipulation + Animalism against
the target’s Composure + Animal Ken. On a win the
target becomes the focus of attention for all animals
in their vicinity for the rest of the night, suffering a
dice penalty to all Skill pools equal to the margin on
the win unless they can physically isolate themselves
from the local wildlife. The target also becomes easier
to track, with any pursuer receiving a bonus equal to
the same margin. The Skill penalty does not apply
to physical conflicts, as the animals aren’t suicidal
enough to stick around when fists and bullets start
flying, though they return once the dust settles.
Duration: One night
Level 3
MESSENGER’S COMMAND
Level 4
Prerequisite: Animal Messenger, Compel or
Mesmerize
Amalgam: Dominate 1
The vampire is able to use Compel or Mesmerize with
a command carried by the Famulus, enforcing their
will upon the target of the message.
Cost: None
Dice Pools: See Compel or Mesmerize, but the
SWAY THE FLOCK
The vampire can influence the general mood of
animals over a wide area. While they cannot control
the specific actions of the beasts, they can steer their
behavior toward anything from sleepy indifference to
indiscriminate aggression. Use of this power can be
69
Chapter Three: Characters
Auspex
subtle, with nothing to show but a lack of birdsong,
or it can be pure bedlam, with people barricading
themselves indoors, carcasses littering the ground as
beasts rip anything that moves apart in a frenzy.
Cost: One or more Rouse Checks
Dice Pools: Composure + Animalism
System: The vampire decides on the behavior
they want to encourage in the local animals and
makes a Composure + Animalism test. The effect
scales with the number of successes: At one success
animals aren’t noticeably affected, while at five
their behavior will be completely dominated by the
desired impulse, with calmed animals falling asleep
or riled ones attacking anyone or each other with no
provocation. Any mundane attempt to control the
animals increases in Difficulty equal to the number
of successes on the test. The size of the area affected
is roughly the size of a football field, though it can be
extended with additional Rouse Checks, up to five
for a small town.
Duration: One night
Level 2
PANACEA
Amalgam: Fortitude 1
The vampire soothes the mental or emotional
turmoil of their subject, restoring to them a
modicum of steadfastness. It is especially effective
when used on mortals, either to help them through
momentary agitation, or to calm them before
feeding on them.
Cost: One Rouse Check and additional Willpower
depending on circumstances.
Dice Pool: Composure + Auspex
System: The vampire rolls Composure + Auspex
against Difficulty 2 and restores a number of
superficial Willpower damage levels equal to the
margin on the roll. Alternatively, the user restores
one Aggravated Willpower damage level for every
three successes in the margin.
If successfully used on a mortal, Panacea similarly
calms them if they’re in a turbulent emotional state,
or puts them otherwise at ease.
Use of this power takes a whole turn. If the vampire
spends an entire scene instead, reduce the Difficulty to
0. Panacea must be used on someone other than the
vampire invoking the power. A subject can be affected
by the power only once per night.
If the user soothes more than one subject per
night, the user suffers superficial Willpower damage
equal to half the number of successes in the margin
for every additional subject, as they take on the
burden of so many charges.
Duration: N/A
Level 5
COAX THE BESTIAL TEMPER
The vampire exerts a subtle influence on the Beast of
all vampires present and is able to rile or subdue the
vampiric instincts on all Kindred in close proximity.
By singing, humming, or growling softly the user
plucks at the strings of all Beasts, and tempers rise or
fall depending on their whim.
Cost: One Rouse Check
Dice Pools: Manipulation + Animalism
System: The vampire decides whether they want
to agitate or calm, hums a wordless melody or
similar subtle sound, and makes a Manipulation +
Animalism test at Difficulty 3. Each success in the
margin raises or lowers the Difficulty to resist frenzy
by one for all other vampires within earshot. If the
difficulty is lowered, all vampires already in frenzy
can make a new test to resist it, snapping out of their
Frenzy if they succeed.
Duration: As long as the user keeps humming
REVEAL TEMPERAMENT
The vampire can smell the Resonance of the target, as
well as any Dyscrasia they harbor in their blood. They
can also smell if another vampire has recently fed as
well as the Resonance (if any) of their latest victim.
Cost: One Rouse Check
Dice Pools: Intelligence + Auspex vs Composure +
Subterfuge
70
V A M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
System: When the power is active the user can test
Intelligence + Auspex vs a target’s Composure +
Subterfuge. A win reveals the Resonance of the
mortal observed as well as any other particulars of
their blood, such as Dyscrasias. On a critical win the
user also gains a two-dice bonus to interaction with
the target for the duration of the scene as they are able
to adapt their approach to the emotional state of the
mortal. Versus a vampire, a win reveals the Resonance
of the last mortal they fed upon, and a critical win
provides a more nuanced picture of the vessel at time
of feeding, revealing the method and Predator Type of
the vampire.
Duration: One scene
tests Intelligence + Auspex against the target’s
Composure (for mental weaknesses) or Stamina
(for physical ones) + Subterfuge. A win shows how
they best attack their target, revealing the lowest
defense pool in either category, and provides a twodice bonus to attacks against that pool. If the user
informs anyone about said weakness they gain a
one-die bonus.
Duration: One scene
Level 5
UNBURDENING THE BESTIAL SOUL
Amalgam: Dominate 3
Prerequisite: Panacea
As seekers of the promises of Golconda, some
vampires explore ways to remedy the turbulent
souls of their fellow Damned. This power shares
some amount of the vampire’s moral serenity with
a repentant Kindred, allowing some semblance of
remorse to be restored while also keeping the Beast
at bay. It does require the user to take on part of
the mind and spirit of their subject, shackling their
will to that of the user. (Most often seen among the
Salubri, this power has no doubt contributed to
their reputation as monstrous soul-thieves.)
Cost: Two Rouse Checks, gain one Stain
Dice Pool: Composure + Auspex vs. Humanity
System: The vampire spends a scene in seclusion
Level 3
FATAL FLAW
Amalgam: Oblivion 1
Everything breaks, and the vampire using this power
can see the signs before they happen. By observing
the subtle work of entropy the vampire can glean the
Achilles’ heel of a target, whether it is a crack in their
mental facade or a weakness in their actual armor.
Cost: One Rouse Check
Dice Pools: Intelligence + Auspex vs Composure or
Stamina + Subterfuge
System: The user spends a turn intently observing
the target, looking for a flaw in their defenses, and
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Chapter Three: Characters
with the subject and rolls Composure + Auspex vs.
the Humanity of the subject. For every success in the
margin, they can remove one Stain from the subject,
or erect a psychological “shield” that protects the
subject from future Stains on a one-for-one basis.
For example, a margin of three applied to a subject
with no Stains would effectively “cancel out” up to
three Stains acquired later in the session.
On a critical win the user can choose to forgo the
above benefits, instead restoring a single point of
Humanity to the subject, but no vampire can gain
that benefit more than once, ever.
Unburdening the Bestial Soul works only on
vampires, and automatically fails if the subject has a
higher Humanity than the user.
No matter the benefits received, for the rest of
the session the subject is numbed, having part of
their mind merged with the user, and any Dominate
powers used on them by this power’s user succeed
automatically with no eye contact necessary.
When the power expires, all psychological
“shields” not used up are lost, though Stains
removed or Humanity gained on initial application
do not revert.
Duration: One session
can treat a full action as a minor action (Vampire:
The Masquerade, p. 298). The power cannot be
used to speed up attacks, defenses, or to perform
any other actively resisted task but it does allow the
vampire to, for example, jimmy a lock and fire a gun
(the latter with a two-dice penalty, as per the minor
action rules.)
Duration: One scene
Level 3
WEAVING
Prerequisite: Rapid Reflexes
A vampire with this power moves fast enough to
perceive projectiles such as throwing knives or
bullets as slow, and can sidestep them at leisure.
Cost: One Rouse Check
Dice Pools: N/A
System: The user does not suffer diminishing dice
pools when defending against multiple ranged
attacks using Dexterity + Athletics. They can also
add their Celerity rating to all such attempts while
this power is active.
Duration: One scene
Level 4
Celerity
BLURRED MOMENTUM
The vampire’s movement becomes a jittering blur,
making it extremely difficult to land attacks on them
even when they are not aware of the opponent or
actively defending.
Cost: One Rouse Check per turn
Dice Pools: N/A
System: Attacks that achieve fewer successes than
the user’s Celerity rating always miss, no matter
the result of a defense or dodge test (if any). This
also works against surprise attacks or other attacks
that disallow defense tests, such as Lightning Strike.
Activating this power requires one Rouse Check
and extending it requires an additional Check for
each turn it is kept active.
Duration: Until the user lets it lapse
Level 2
RUSH JOB
The vampire can perform time-consuming tasks
with blinding speed, their fingers and hands blurring
as they write, repair, or build things in record time.
While the concentration required prohibits them
from employing this speed on the offense, it does
allow them to achieve non-violent ends faster when
under duress or outright attack.
Cost: One Rouse Check
Dice Pools: N/A
System: When active, this power lets the vampire
complete Skill-related tasks that would otherwise
take whole turns in the span of a few seconds, and
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UNSEEN STRIKE
Prerequisite: Blink
Amalgam: Obfuscate 4
This lethal power not only allows the vampire to
vanish from plain sight but to instantly move to an
enemy and deliver a fatal strike. A vampire skilled in
this art can quickly turn the tables as they disappear
in front of pursuers, escaping not only with their lives
but with that of their prey as well.
Cost: Two Rouse Checks
Dice Pools: Dexterity + Celerity vs Wits + Awareness
System: This power combines effects of Blink
with elements of the Obfuscate power of Vanish.
To onlookers the vampire appears to disappear and
the target is caught unawares, becoming subject
to surprise attack. Unless the victim can react by
beating the user’s Dexterity + Celerity with their
Wits + Awareness in a contest, they are unable to
defend against the attack and it is made against a set
Difficulty of 1. (See Surprise Attacks in Vampire:
The Masquerade, p. 300). If the attacker fails this
test they still perform a regular attack, as per Blink
power (Vampire: The Masquerade, p. 253), and
Unseen Strike is also subject to the same movement
restrictions as Blink.
Duration: One turn
Dominate
Level 1
SLAVISH DEVOTION
Amalgam: Fortitude 1
Those already under the mental dominion of the
vampire have their minds strengthened against
interference from other Kindred.
Cost: No additional cost
System: Any attempt by a third party to use
Dominate on a character already under the influence
of the vampire’s Dominate suffers a dice penalty
equal to the Fortitude of the vampire.
Duration: Passive
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Level 2
generation vampire attempts to use this power on
an eleventh generation descendant, the descendant
gains two extra dice in defense. The power needs
neither eye contact nor verbal command — the
request is silently transmitted from Blood to Blood
— but it is subject to all other Dominate limitations.
Duration: Until the command is carried out or the
scene ends, whichever comes first.
DOMITOR’S FAVOR
Kindred are creatures of cruel irony, and the name
of this Discipline power is one such example. While
conditioned with the Domitor’s Favor, a thrall with
a Blood Bond to that vampire finds it much more
difficult to act against their master. Domineering
Tzimisce especially relish this power, using it to ensure
the loyalty of their servants.
Cost: One Rouse Check
System: Defiance rolls for willful thralls under the
effects of Domitor’s Favor are made at a three-dice
penalty and thralls may not spend Willpower on
them. Additionally, total failure on a defiance roll
means that the Blood Bond does not weaken that
month. (See Vampire: The Masquerade, pp.
233–244.)
Duration: One month
IMPLANT SUGGESTION
Amalgam: Presence 1
The vampire possesses the power to change the
very personality or opinions of a subject, at least
temporarily. While other powers enable them to
puppeteer mindless victims, this power lets them
alter the intents or passions of a victim instead.
They can make someone desire a stranger, abandon
their family, distrust their own beliefs, or simply
want a beer. Vampires known to utilize this power
indiscriminately often find themselves shunned by
their peers, whether from disdain or utter fear.
Cost: One Rouse Check
Dice Pools: Manipulation + Dominate vs
Composure + Resolve
System: No test is required against an unprepared
mortal victim, but a prepared mortal or another
vampire requires a test of Manipulation + Dominate
against Composure + Resolve. Radical changes
to core beliefs – making a vegan crave a steak or
making a pacifist violent, for example – also merit an
attempt to resist, even by unprepared mortals. The
suggestion remains in effect for a scene, at which
point the victim snaps out of it.
Duration: One scene
Level 4
ANCESTRAL DOMINION
Prerequisite: Mesmerize
Amalgam: Blood Sorcery 2
Vampires of great age and potency find it possible to
exert their will via the Blood, without the traditional
need for eye contact and verbal communication with
their target. This power enables a Kindred to compel
a descendant by Blood to take an action on their
behalf, even if it’s one the target would normally be
opposed to. Vampires instinctively know an ancestor
is manipulating them when subject to this power.
Cost: One Rouse Check
Dice Pools: Manipulation + Dominate vs. Resolve
+ Occult
System: On a successful test of Manipulation +
Dominate against Resolve + Occult, the victim acts
to fulfill the dominating ancestor’s request, provided
it doesn’t entail harming themself. For every
generation separating the user of this power from
their target, the resisting vampire gains an additional
die to their roll. For example, when a ninth
Fortitude
Level 2
EARTH’S PERSEVERANCE
A vampire with this power is almost impossible to
move when it is active. The vampire draws upon
the strength of the earth, grounding themselves and
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drawing upon its permanence to keep them rooted
in place.
Cost: One Rouse check
System: When this power is activated, the only
way the vampire moves is if they choose to do so
independently. This doesn’t make them resistant to
damage, and a vampire can still be crushed, ripped
apart, or torn to shreds, as can the floor they’re
standing on.
Duration: One scene or until lapsed by user
the vampire invoking the power, and can be used only
on vampires. A subject can be affected by the power
only once per night. If the user mends more than one
subject per night, the user suffers Superficial Health
damage equal to half the number of successes in the
margin for every additional subject, as they take on
the burden of so many charges.
Duration: N/A
INVIGORATING VITAE
GORGON’S SCALES
Level 4
Amalgam: Auspex 1
The vampire is able to strengthen their Blood’s
capacity to knit mortal flesh and heal ailments.
Living beings that partake of their vitae recover their
health at surprising speed.
Cost: None beyond Rouse Checks for giving Blood
Dice Pools: N/A
System: Using vitae to heal the living (see p. 139) heals
three levels of Aggravated Damage per Rouse Check
rather than just one. Other effects (becoming a ghoul,
risking Blood Bond) remain unchanged.
Duration: Passive
The Resonance of the blood in the vampire’s system
grants them various defenses against the powers
of other Kindred, or protects them from common
vampire weaknesses. Finding the right vessel to
respond to an immediate defensive requirement
is not always easy, but especially callous vampires
have been known to keep vessels with different
Resonances in ready supply, using elaborate
manipulative schemes or plain drugs to keep their
emotions vivid and ready to tap.
Cost: One Rouse Check
Dice Pools: N/A
System: On activation the vampire gains a set of
immunities or resistances dependent on the Resonance
of the blood they most recently fed upon.
ƒ Choleric: A stake driven through the vampire’s
heart is consumed with decay or turns to ash at
the end of the scene, immediately freeing the
vampire from paralysis. The Resonance is then
lost.
ƒ Melancholy: Aggravated Health damage caused
by fire is reduced to Superficial. The Resonance
is lost after reducing four levels of damage.
ƒ Phlegmatic: The vampire gains a four-dice
bonus to resist Auspex powers that would reveal
anything about them or what they know. Once
the power is activated it lasts for a scene, at which
point the Resonance is lost.
ƒ Sanguine: Aggravated Health damage caused by
sunlight is reduced to Superficial. The Resonance is
lost after reducing four levels of damage.
Level 3
VALEREN
Amalgam: Auspex 1
The vampire projects their Fortitude outwardly,
willing the power of their Blood to mend the injured
body of another vampire.
Cost: One Rouse Check and additional Health
depending on circumstances
Dice Pool: Intelligence + Fortitude
System: The vampire rolls Intelligence + Fortitude
against Difficulty 2 and mends a number of
superficial Health damage levels equal to the
margin on the roll. Alternatively, the user mends
one Aggravated Health damage level for every three
successes in the margin.
Use of this power takes a whole turn. If the vampire
spends an entire scene instead, reduce the Difficulty
to 0. Valeren must be used on someone other than
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Chapter Three: Characters
Duration: Until the scene ends or the Resonance is
lost, whichever comes first.
Dice Pools: Manipulation + Obfuscate vs
Composure + Wits
Cost: One Rouse Check
System: The vampire rolls their Manipulation
+ Obfuscate. Anyone unprepared and within
eyesight of the vampire and eligible to experience
the hallucination (by being in line of sight of its
projected appearance, or by being the target of a
tactile sensation) is distracted, losing two dice on
their next action. Additionally, those who fail to resist
using their Composure + Wits lose their next active
action if they fail. (However, they can still defend and
resist as normal, with a two-dice penalty.) Unlike most
Presence powers Chimerstry can be used during a
stressful physical conflict such as combat, but targets
can only be affected once per conflict.
Other effects resulting from the hallucination are
up to the Storyteller, but they are advised to err on
the side of caution.
Obfuscate
Level 2
CHIMERSTRY
Amalgam: Presence 1
The vampire can create brief but vivid
hallucinations, distracting and drawing the
attention of those affected. A hallucination can
affect any single sense — it can be visual, auditory,
tactile, etc. — and occurs long enough to make an
impression before ceasing. The user decides on the
specifics of the hallucination, though due to its
brief nature it cannot convey more than something
glimpsed in the corner of the eye or a voice faintly
heard (it cannot be employed to create a fake ID,
for example).
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These hallucinations can never be recorded
or transmitted (such as by using Ghost in the
Machine).
Duration: One turn.
audio-visual hallucination would thus be Difficulty
3, while a complete five-sensory experience would
be Difficulty 6.) The easiest visual hallucinations
to create are fairly small or discreet — increase the
Difficulty by one for room-sized hallucinations, two
for house-sized hallucinations, and so on. Further
complications may add additional Difficulty at
the Storyteller’s discretion. Any attempt to mimic
the appearance of a specific individual or in other
ways deceive can require additional Performance or
Subterfuge tests as appropriate.
Vampires and other supernatural creatures have a
chance to disbelieve the hallucination, but mortals
can do this only if they have reason to suspect
it to be fake. In both cases they roll Intelligence
+ Awareness against the user’s Manipulation +
Presence. A success means that the individual in
question is no longer affected by the hallucination,
and it effectively disappears for them. Any attempt
to interact with the hallucination also causes it to
lapse entirely, as everyone present becomes aware
of its unreal nature (as with the collapsing staircase
example, if someone is using the staircase). Note
that the use of this power is not overt, so even if
the hallucination is revealed, it is not obvious from
whom it originated.
These hallucinations can never be recorded
or transmitted (such as by using Ghost in the
Machine). If the hallucination could cause Frenzy or
similar reactions in its targets, apply the same test at
a Difficulty of one lower than the real thing.
Duration: One scene, unless the vampire chooses to
let it lapse before that.
Level 3
FATA MORGANA
Amalgam: Presence 2
The vampire can craft elaborate hallucinations,
making any subjects in their vicinity see, hear, and
feel whatever the user can devise. From seeing and
tasting a takeout container filled with maggots and
rice to a thunderous torrent of reeking, rancid blood
boiling out of the sewers, Fata Morgana causes
witnesses to experience circumstances that just
aren’t real.
There is no limit to the number of victims who
can be affected simultaneously, but in order to be
affected by Fata Morgana a subject needs to be able
to see the user or vice versa, though they do not need
to be actively aware of them. The vampire does not
need to remain present once a victim is affected.
Visual effects are always separate objects. They
cannot be used to “mask” or otherwise disguise
items or individuals, and can never entirely block
line of sight. Fata Morgana hallucinations cannot
appear to affect the surrounding reality: The torrent
of blood won’t wash away cars parked in the street
or pedestrians, and an explosion created with Fata
Morgana does not cause any damage, hallucinatory
or otherwise. A collapsing staircase won’t tumble
anyone currently descending the staircase. Sensory
effects created by Fata Morgana cannot blind
or deafen or in other ways overload senses, not
even those supernaturally augmented. Similarly,
hallucinations are not caught on camera or other
kinds of recording devices.
Cost: One Rouse Check
Dice Pool: Manipulation + Obfuscate
System: The user makes a Manipulation +
Obfuscate test against a Difficulty equal to one plus
the number of senses the hallucination targets. (An
MENTAL MAZE
Amalgam: Dominate 1
Mental Maze is the ability to remove all sense of
direction and location from a victim, allowing the
vampire to make their target a prisoner in their
current environment, such as a home, a nightclub,
or a vampire’s cellar. The victim finds their
location folding back on itself, subtly altering their
perception of previously visited rooms, convincing
them that an actual exit only leads deeper into the
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Chapter Three: Characters
maze, and eventually breaking them down into a
state of panic and fragility.
Cost: One or Three Rouse Checks
Dice Pools: Charisma + Obfuscate vs. Wits + Resolve
System: The vampire makes eye contact with their
victim and rolls Charisma + Obfuscate versus the
target’s Wits + Resolve, with lower Generation
vampires being able to negate the roll with a
Willpower point as per Dominate’s characteristics
(Vampire: The Masquerade, p. 255). On a win,
the victim struggles to find their way out of the
building they’re in. An additional two Rouse
Checks allows this power to be used in a single room
or a densely packed outdoor environment (such as a
construction site or forest).
Mortals cannot attempt to escape but
supernatural creatures can make a Resolve +
Awareness test each scene using the vampire’s
initial successes as the Difficulty, suffering a point
of Superficial Willpower damage for every missing
success if they fail. This roll cannot benefit from
Teamwork, as any guidance given does not match
what the victim sees. This power ends if the
environment becomes dangerous (e.g. the building
catches fire), unless the vampire has Terminal
Decree (Vampire: The Masquerade, p. 257).
Duration: One night
MIND MASQUE
Amalgam: Dominate 2
The vampire can craft the illusion of a completely
different persona, hiding their true thoughts
and feelings to anyone who uses supernatural
abilities to read their mental state, aura, thoughts,
or similar. Those who look into their mind see
only what the user wants them to see, and only
the most accomplished scryers can pierce this
elaborate facade.
Cost: One Rouse Check
Dice Pools: Intelligence + Obfuscate
System: The user rolls Intelligence + Obfuscate
against a Difficulty of 1 to 3 (or more), depending
on the sophistication of the ruse they want to
enact, with 1 representing a simple masking of
their emotional state to 3 and beyond for elaborate
alternate personas complete with false thoughts
and memories. The margin on the win is added as
Difficulty to any attempt to “read” them. Failing to
reach the added Difficulty lets the reader see only
the false personality the user has crafted, without
any hint that the reader is being misled. (Failing to
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Level 4
reach even the standard Difficulty yields nothing,
as normal, so as not to let on that a false personality
is present.)
Duration: One scene
CRASH DOWN
Prerequisite: Soaring Leap
Having honed their capabilities, the vampire now
sticks the landing on their Soaring Leap in a big way.
The vampire can come to an unstoppable halt at
their location, causing damage to anyone they land
on or around.
Cost: One Rouse Check
Dice Pool: Strength + Potence
System: Upon using Soaring Leap, the vampire
may activate Crash Down, and deal damage to a
small area of effect. Anyone within a three-meter
radius is subject to an attack roll of the user’s
Strength + Potence against their Dexterity +
Athletics, suffering Superficial Damage equal to
the margin. Anyone suffering three or more levels
of damage or a total failure on their defense test is
knocked down (see Vampire: The Masquerade,
p. 122).
Duration: N/A
Potence
Level 2
RELENTLESS GRASP
The vampire’s grip becomes impossibly strong
and once they get a good hold of something
they are almost impossible to dislodge, short of
dismemberment.
Cost: One Rouse Check
Dice Pools: N/A
System: The vampire adds their Potence rating as
automatic successes to any attempt that involves
holding on to something. This includes attempts to
maintain a grapple, though the initial grapple test
does not benefit from this bonus.
Duration: One Scene
Level 5
Level 3
SUBTLE HAMMER
WRECKER
Suffused by inhuman prowess, every part of
the vampire’s body becomes able to project the
sum of their strength. A flick of their finger
can be made to convey the power of a full-body
punch, and a punt of the toe becomes a concreteshattering kick. Note that this power does not
make the vampire stronger, but they are able
to use what strength they have through minor,
subtle movements.
Cost: Free
Dice Pools: N/A
System: Performing unarmed melee attacks or
feats of strength now counts as two-dice minor
actions (see Minor Actions in Vampire: The
Masquerade, p. 298). A character can perform
only one Subtle Hammer minor action per turn,
though, and cannot make further attacks in the
Prerequisite: Prowess
The vampire is able to exert violent, indiscriminate
force on a static object in order to shatter, smash, and
destroy it. While the lead-up time to summon this
strength makes the ability useless in a fight, it comes
in handy whenever a door bars the way, a car needs
immobilizing, or an example needs to be made of an
offending statue.
Cost: Free
Dice Pools: N/A
System: The user counts their Potence rating twice
when using Prowess for feats of strength that involve
damage or destruction of an inanimate object.
Duration: As Prowess
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same turn. The ability to concentrate one’s full
strength into any part of the body also has other
benefits, and any feat of strength where the user’s
movement is limited (such as breaking out of
bonds) receives a four-dice bonus or more, at the
Storyteller’s discretion.
Duration: Passive
able to entrance or terrify by itself, without the user
having to be present. The voice can affect anyone
within earshot but does not retain its ability if
recorded or electronically transmitted.
Cost: Free
Dice Pools: N/A
System: The vampire is able to use Awe, Daunt,
Dread Gaze, Entrance, and Majesty through their
voice alone. They do not need to see the target, and
the target does not have to be in their presence save
to be close enough to hear their voice.
Duration: N/A
Presence
Level 1
EYES OF THE SERPENT
Level 3
The eyes of the vampire turn into slitted, serpentlike orbs able to freeze a mortal meeting the
vampire’s gaze in place. The user can even mesmerize
other vampires with this power, though the effect is
short-lived and likely to rouse the victim’s ire.
Cost: Free
Dice Pools: Charisma + Presence vs. Wits +
Composure
System: By catching the eye of a mortal (Vampire:
The Masquerade, p. 255) the vampire can
immobilize a victim, keeping them frozen in place
as long as they themselves maintain eye contact. The
effect can only be maintained on a single victim at a
time, and ends if they suffer damage or are forcibly
removed. The victim is still capable of speech,
though not shouting.
In order to paralyze a vampire in the same way, the
user must win a contest of Charisma + Presence vs.
Wits + Composure. The vampire victim can escape
paralysis on any turn after the first by spending a
point of Willpower.
Duration: Until eye contact is broken or the scene
ends.
THROWN VOICE
Amalgam: Protean 1
Amalgam: Auspex 1
The vampire can cause their voice to emanate from
any point within sight, whether as a whisper or
shout. The voice is audible as if the vampire was
standing in that spot and can be heard by anyone
within earshot, depending on strength. The voice
can also be left in a location, continuing to lure or
terrify those who stray, depending on the power
used.
Cost: One Rouse Check
Dice Pools: N/A
System: No roll is required, apart from the Rouse
Check. If using this power in combination with
Irresistible Voice, Melpominee, or similar powers,
they must roll as usual.
Duration: One scene
Level 4
SUFFUSE THE EDIFICE
While present in a building or similar locale the
vampire is able to extend the powers of Awe, Daunt,
and Majesty through the very structure of the
building. Anybody in the building or looking at
it will be affected by these powers, reacting to the
building as if the vampire themself is present.
Cost: N/A
Level 2
MELPOMINEE
The voice of the user becomes like that of a siren,
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Protean
Dice Pools: As power transmitted
System: Anyone seeing the building from outside
or who are present inside it needs to resist the
power used as if the vampire was present, unless
the vampire is within eyesight, at which point they
themselves becomes the focus. As a building does
not generally make Skill checks, apply the bonuses
instead to any reaction the victim has to the place.
A nightclub under the influence of Awe will have
queues stretching around the block, while a haven
under Daunt will turn away all but the most staunch
investigators. Use of Majesty has to be done with
extreme caution, as the results can be spectacular
and volatile, far exceeding the effect of the more
subtle powers.
Duration: As power transmitted
Level 2
VICISSITUDE
Amalgam: Dominate 2
Rare outside clan Tzimisce, this power allows the
vampire to demand obedience of their own flesh.
Skin, muscles, and even bone can be sculpted or
warped out of shape, the end result sometimes
unnervingly beautiful but just as often monstrous.
Skilled users can craft bizarre characteristics
or reshape their entire bodies, though larger
transformations exact a heavy toll on their physique.
Kindred who use Vicissitude create everything from
useful body-tools to... expressive ornamentation.
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Chapter Three: Characters
Cost: One Rouse Check
Dice Pool: Resolve + Protean
System: Roll Resolve + Protean. Every success on
the roll allows a single Vicissitude change to be made
to the user, though the total number of changes
cannot exceed the user’s Protean rating, no matter
the number of applications or successes. Each
change causes the loss of a single Physical Attribute
dot of the user, as the body mass must come from
somewhere. (No Attribute can be taken below
1.) Each use of the power takes one full turn to
perform.
Potential Vicissitude changes are listed below:
ƒ Redistribution: Add a single dot to any of the
user’s Physical Attributes. This cannot cause any
Attribute to exceed 5 dots. These changes are
visible, but not Masquerade-threatening. Note
that player characters need to keep track of their
original values as these are still used to calculate
experience cost for Attributes.
ƒ Weapons (Once per subject only): The user
gains the equivalent of a light piercing or heavy
impact weapon (+2 Damage) in the form of
bone spurs or bludgeons of dense cartilage.
(In contrast to Feral Weapons, the damage
caused by these weapons is mundane, but Feral
Weapons employed by a vampire proficient
in Vicissitude often take the shape of similar
osseous spikes and blades.)
ƒ Armor: One Attribute point can be turned
into two points of armor value (Vampire: The
Masquerade, p. 304), with an upper limit of six
points of armor. This often takes the form of
reinforced sub-dermal reinforced bone or layers
of fat and cartilage, and appears increasingly
inhuman as the points so allocated increase.
While vampires gain little benefit from this,
apart from a disturbing appearance, it serves
a purpose on mortal and ghoul retainers. (See
Fleshcrafting, below.)
ƒ Appearance: The user can change their
appearance, either for the sake of hiding their
identity, enhancing their Looks Merit, or to
mimic someone else. This is a time-consuming
affair, taking an entire scene to perform, and
requires a Dexterity + Craft test in order to
succeed. Difficulty is 3 to hide one’s identity,
4 to increase Looks (each level of the Merit
counts as one change) and 5 to mimic a specific
person. A failure on the test yields no result
(but the Attribute dot is still lost) while a total
failure causes the Looks Merit to drop one level,
potentially turning into a Flaw if at baseline.
Nosferatu are unable to use this aspect of the
power for anything but hiding their identity.
ƒ Other changes: More creative uses of
this power, such as creating a secret pouch
somewhere on the body or moving eyes around,
are beyond the scope of these mechanics, and
the Storyteller needs to decide on the number
of changes (and Attribute points lost) required,
and the Difficulty and time required for the
operation. Dexterity + Craft or Intelligence +
Medicine rolls may be required in these cases.
Changes can be mended as Aggravated damage,
with each change equivalent to a single level of
damage (restoring lost Attribute points accordingly).
Duration: Permanent
Level 3
FLESHCRAFTING
Amalgam: Dominate 2
Prerequisite: Vicissitude
Extending their mastery over flesh, the vampire can
inflict their ministrations on the bodies of others.
The power is rightly feared, as many of its users have
a reputation for inhuman torture, though some
employ it to great effect to enhance and adapt their
servants and allies.
Cost: One Rouse Check
Dice Pools: Resolve + Protean vs. Stamina +
Resolve
System: In order to use this power, the user must
be able to work undisturbed on the subject, who
thus either needs to be willing or restrained. For a
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willing subject, follow the same system as Vicissitude
(above). An unwilling subject can resist with their
Stamina + Resolve, with the user’s margin counting
as Vicissitude successes. Each use of this power takes
a full scene to perform. Again, the total number of
changes cannot exceed the user’s Protean rating, no
matter the number of applications or successes. In
case of multiple users working on a single subject,
only count the highest Protean rating.
Changes can be mended as Aggravated damage,
with each change equivalent to a single level of
damage. (Mortals thus require extensive surgery.)
Duration: Permanent
extended limbs for reach, or other creative (but fair)
uses. However, with the Beast so close to the surface,
any criticals rolled while using Horrid Form for
any reason are considered messy criticals, and any
frenzy test taken is at +2 Difficulty. The vampire also
assumes an unmistakably inhuman appearance and
is unable to communicate in anything but grunts,
hisses, and roars.
Duration: One scene, unless voluntarily ended
sooner.
Level 4
Amalgam: Animalism 2
Prerequisite: Earth Meld
The Kindred possesses such mastery over their own
form that they may extend it even into their domain
itself. Not only may the vampire sink into the very
earth, they maintain a preternatural awareness of
events transpiring within the domain.
Cost: Two Rouse Checks
System: As with Earth Meld (Vampire: The
Masquerade, p. 270), except the vampire is not
limited by the makeup of the surface where they
take their rest. Some vampires have been known to
suffuse themselves into the walls of their manors
while others secrete themselves beneath the warped
floorboards of a squat, or even hide beneath a
shallow pool of “dead water.”
Additionally, in a distance of roughly one
kilometer in any direction from where the vampire’s
body has become One with the Land, the vampire
may elect to experience any sensory stimuli within
that area, such as listening to a conversation therein,
physically enjoying a lovers’ tryst, or catching the
scent of a fire that an unruly mob may be stoking.
The vampire experiences these senses through
the presence of animals, however minute, in the
vicinity of the events. If the events are discreet or
intentionally hidden, a Wits + Animalism test vs. the
relevant opposing dice pool used is required.
Rising from this state before nightfall the day after
Level 5
ONE WITH THE LAND
HORRID FORM
Amalgam: Dominate 2
Prerequisite: Vicissitude
With a mastery of the body so complete that it
surpasses natural limitations, the vampire can take
on a truly monstrous form, complete with vicious
claws, protruding fangs, ridged features, and corded
muscles. Although its exact traits can vary between
occasions, the form often has an individual, specific
appearance that manifests every time this power is
used, a vision of the user’s Beast made flesh. Some
look like hellishly malformed animals, some look
demonic or atavistic, and some defy any sense of
worldly familiarity. Many incorporate the traits
of other vampires in nature, such as leeches, bats,
ticks, and mosquitoes, magnified to grotesque
proportions.
Cost: One Rouse Check
System: Horrid Form takes a full turn to activate,
during which time the vampire can only defend,
using their pre-Horrid Form dice pools. It then
grants the vampire a number of free Vicissitude
changes (no Attribute dots are lost) equal to
their Protean rating. These can be spent on
Redistribution, Weapons, and Armor. Generous
Storytellers can also consider other changes such as
wing-like membranes allowing the vampire to glide,
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it has been entered requires a Resolve + Protean test
at Difficulty 4, and even then it can take up to an
hour for the vampire to fully reemerge. A critical
win allows them to rise instantly, however.
Duration: One day or more, or until physically
disturbed.
Oblivion channels the darkest arts, from where the
dead go to die.
The masters of Oblivion call upon it to wreathe
themselves in night, enslave spectres, or throttle
victims with their own shadow. Each time they
use it, wielders run the risk of losing their soul and
Humanity to something darker than death and
twice as hungry.
Oblivion
Characteristics
The sudden blast of heat from the gasoline-steeped Cardinal
Renate made Talley step back, shielding his eyes. A very mortal
gesture. Talley corrected himself to watch the body burn.
Tracking Renate, seizing her, and staking her ultimately came
down to which of them was better skilled in the Lasombra arts.
It had been a grueling task, but not an unpleasant one.
The powers of Oblivion allow for the control of
forces or spirits of an extra-dimensional element,
originating from a place of death and nothingness.
When manifested it appears as two-dimensional
shadows on the surface of ordinary objects, either
by themselves or as distortions of shadows already
present, snaking along the ground, walls, objects,
or people. This makes them impossible to attack
with most physical means as any blow only hits
the surface on which they appear, rather than the
shadows themselves.
Oblivion projections and spirits sustain damage
from fire and sunlight, counting as vampires with
Blood Potency 1 in this regard. They also take one
level of Aggravated damage per round from bright,
direct lights, and may also suffer damage (Superficial
or Aggravated) from blessed weapons and artifacts,
depending on the strength of the blessing and any
True Faith of the wielder.
Oblivion’s powers are ineffective in brightly lit
areas. Daylight and rooms without shadows are
particularly prohibitive, preventing the Discipline’s
successful function, though ultraviolet light and
infrared light place no restriction on the Discipline’s
use. Moderately lit rooms apply a one-die penalty to
the Discipline roll involved.
The use of these powers takes a heavy toll on the
psyche of the user, and many powers cause Stains as
the numbing emptiness of Oblivion seeps into the
wielder.
Type: Mental
Masquerade threat: Medium-High. The abyssal
shadows rarely show up well on cameras but are
As his ghoul started typing “It is done” into Talley’s phone, the few
lights in the alley blinked off one by one. The shadows drew in,
plunging the entire area into blackness. Talley cast about, looking
for their source, but found nothing. A sound made him turn
toward the fire. The Cardinal’s body was gone, nothing left but the
flames dying down. A stump of the stake was resting in the ash.
“Maybe we’ll meet again sooner than planned, my dear.”
Talley dusted ash from his jacket as his accomplice at the other
end of the alley spoke up. “By order of the Friends of the Night,
you’re next to go, Sir Talley.” Shadows throughout the alley
rapidly converged on the Templar, snaking along the walls and
across the ground while his assailant maintained their distance.
Talley watched as the lengthening shadows approached, and
considered for a second before nodding respectfully at his
murderous childe, and vaulted into the dark.
Nicknames: Obtenebration, Necromancy,
Shadowboxing, Abyssal Mastery, Tenebrae
Imperiosae, Mortis, the Dark Arts, Black Magic,
Entropy
Few Kindred outside Clan Lasombra and the
Hecata know the Discipline of Oblivion, and as far
as the Camarilla is concerned, this is a good thing.
While the Lasombra favor the Discipline’s raw power,
the more necromantically inclined Hecata explore its
ritual uses. With this power, vampires wield the very
stuff of shadows and unlife as weapons. Some call the
power’s source the Abyss, while other practitioners
refer to it as the Labyrinth. The one certainty is
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obviously unnatural if witnessed in person.
Blood Resonance: Psychopaths and the
emotionally detached. Blood empty of Resonance.
Note: When making a Rouse check for an
Oblivion power, a result of “1” or “10” results in a
Stain, in addition to any Hunger gained. If the user’s
Blood Potency allows for a re-roll on the Rouse
check, they can pick either of the two results.
others radiating decay, or odors important to the
bound wraith, such as the smell of freshly baked
bread, gasoline, or cigarette smoke.
Cost: Free
Dice Pools: Wits + Oblivion
System: On activation, the user’s senses become
supernaturally attuned to the energies of fetters,
and they may identify these auras by sight, smell,
and their other senses. While this power is in use,
the vampire is distracted from other activity around
them, conveying a −2 penalty to Dexterity and Wits
rolls.
Duration: One scene
Level 1
ASHES TO ASHES
Destroying evidence of feeding is a necessity among
vampires who leave dead bodies in their wake. This
power enables a vampire to destroy a corpse — fresh
or long dead — by introducing their vitae to its
body. This power does not work on vampires, but
can work on animated cadavers, at the Storyteller’s
discretion.
Cost: One Rouse Check
Dice Pools: Stamina + Oblivion vs. Stamina +
Medicine or Fortitude
System: The vampire makes a Rouse Check to
expend vitae, and introduces the vitae to the corpse.
Unless the corpse is animated, the body disintegrates
over three turns with no test necessary. If it is, the
user rolls a contest of Stamina + Oblivion against
Stamina. (Corpses with Fortitude may resist with
Stamina + Fortitude.) If the user wins, the animated
corpse dissolves in five turns, minus the margin
(minimum one, and disintegrating corpses suffer
physical Impairment). On a critical win, the corpse
disintegrates immediately. On a total failure, the corpse
is subsequently immune to this power from any user.
Duration: Variable
OBLIVION’S SIGHT
The vampire’s eyes turn black, allowing them to see
clearly within pitch darkness and to perceive ghosts
who are not actively hiding their presence.
Cost: Free
System: On activation, the user’s eyes become
supernaturally attuned to darkness, allowing them
to ignore all low-light penalties, including those of
supernatural origin. They still need their eyes to see
and are affected by blindfolds and the like as usual.
If a ghost is present and not attempting stealth
or using a power to conceal its presence, the spirit
becomes visible to the vampire using Oblivion’s
Sight. In such cases, ghosts appear as they wish to
appear, whether as humans bearing the wounds
that caused their death, as spectral monstrosities,
or as perfectly immaculate corpses. Ghosts do not
automatically realize when a vampire spots them,
but if they do, many react with fear or anger rather
than passivity.
This power does not grant the ability to make
physical contact with ghosts, and the pitch-black
eyes incur a two-dice penalty to social interactions
with mortals while active.
Duration: One scene
THE BINDING FETTER
The vampire can identify objects or locations
important to ghosts. These “fetters” act as icons that
bind the dead to their existence. A fetter might be
an object, a building, or even a person. Knowing if
an object is a fetter allows a necromancer to better
manipulate the ghost. Fetters emanate variable auras,
some bursting with vitality and glowing gold light,
SHADOW CLOAK
Subtly applying the influence of Oblivion on
ambient shadows, the user masks their appearance
or seems more sinister and threatening.
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Cost: Free
System: The vampire gains a two-dice bonus to Stealth rolls,
as well as on Intimidation versus mortals.
Duration: Passive
Level 2
ARMS OF AHRIMAN
Amalgam: Potence 2
The vampire summons shadowy extensions from
unlit spots in the area, within line of sight. Local
shadows distort as they flow across walls and floors
and converge on one or more hapless victims.
Whether by gliding up the body of the victim or
engaging in a mystic grapple with the victim’s own
shadow, the arms are able to hold them in place or
smother them.
Cost: One Rouse Check
Dice Pools: Wits + Oblivion
System: The user takes one turn and pays the
cost, summoning the extensions. Using these, the
vampire can perform bludgeoning and grappling
attacks against distant targets every subsequent
turn. Additional arms can be created by splitting
the dice pool, enabling the user to engage multiple
opponents. (Vampire: The Masquerade, p. 125).
The shadows use the vampire’s Wits + Oblivion
to attack and deal Superficial damage or grapple,
adding half the user’s Potence rating (round up)
as a damage bonus. The vampire can do nothing
else except control the shadows while this power is
active.
They can also use the shadows to perform simple
actions (such as opening doors and pulling levers)
but nothing as advanced as typing or controlling
vehicles. The extrusions have a length (in yards/
meters) equal to twice the Oblivion dots of the
user. (Note that they, being shadows, move across
surfaces, not air, and any distances must take this
into account.)
The shadow arms can only be banished by bright
light, such as from a powerful torch or daylight, but
a successful Wits + Oblivion roll against Difficulty 3
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Cost: One Rouse Check
System: Activating the power conjures a
supernatural shadow from the vampire’s body. As
long as the power is active, the user casts this shadow,
which cannot be removed except by direct sunlight.
Anyone witnessing the practitioner notices the
shadow cast from no visible light source on a Wits
+ Awareness roll (Difficulty 3). The vampire can
direct their shadow, elongating or distorting (but not
detaching) it at will, though it can sometimes act on
its own accord, at the Storyteller’s discretion. For the
purposes of other powers such as Shadow Perspective,
the practitioner can lengthen the shadow to up to twice
the practitioner’s Oblivion rating in yards/meters.
For anyone standing within the shadow’s reach,
the Willpower damage from social conflict increases
by 1 (after halving for Superficial damage). Standing
in Oblivion’s shadow is a terrifying prospect.
Duration: One scene
allows the shadows to avoid the light for a turn.
Duration: One scene or until ended or destroyed
FATAL PREDICTION
Amalgam: Auspex 2
The vampire can knit invisible strands of entropy
to a target mortal, increasing the odds of them
suffering harm or even death within the span of
a night and a day. The effect resembles that of a
curse, but the vampire is unable to interfere with
the doomed mortal lest the effect be broken.
Cost: One Rouse Check
Dice Pools: Resolve + Oblivion vs Wits + Occult
System: The vampire makes a Resolve + Oblivion
test against the mortal target’s Wits + Occult.
For every success in the margin, the target suffers
one point of Aggravated damage at some point
during the next 24 hours. The source can be
anything from sudden illness to freak accidents,
but at no point must the vampire interact, directly
or indirectly, with the victim as doing so risks
negating the power. (The Storyteller decides exactly
where the line is drawn on “indirect” interaction,
but things like sending flunkies to “hasten” the
outcome is definitely on the list.) Use of this
power is invisible, though an onlooker can detect
some sense of foul play on a Wits + Occult test at
Difficulty 3. Only mortals (including ghouls) can
be affected by this power, as vampires are dead
already and far more resistant to these kinds of
entropy manipulations.
Duration: A night and a day – 24 hours
WHERE THE VEIL THINS
Vampires with an affinity for Oblivion can sense
where the veil between the world of the living and
the world of the dead is the weakest. This power
doesn’t tell a vampire why the veil between worlds
is thin in a certain place, though. In locations where
the veil is thinnest, mortal health suffers and use of
the Oblivion Discipline becomes easier.
Cost: One Rouse Check
Dice Pools: Intelligence + Oblivion
System: Following a Rouse Check, the player
rolls Intelligence + Oblivion (Difficulty 3) and
on a win may determine the density of the veil
in their nearby area, as large as an entire building
or landmark. On a critical win, this roll reveals
whether the veil density recently changed. On a
total failure, the power backfires and gives a false
reading.
Without use of this power, Oblivion users cannot
benefit from a thinning of the veil, though penalties
apply at the Storyteller’s discretion.
Duration: One turn
SHADOW CAST
Oblivion is powerful but can often be foiled by the
simple lack of appropriate shadows from which to
summon its manifestations. This power draws upon
the dark within the user to project a supernatural
shadow from which to manifest other powers, no
matter the ambient lightning. This shadow usually
mimics the movement and shape of the user but
can sometimes grow distorted and even monstrous,
resonating with the current temperament of its
owner.
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DENSITY OF THE VEIL
Shroud Density
Possible Cause
Effect
Impenetrable
Thick
No deaths took place here, sacred ground
Long ago a death took place here, a place
of joy
A death recently took place here,
melancholic mortals often pass through
this place
A series of deaths took place here,
Oblivion Ceremonies are often enacted
here
Split the Veil (p. 96) was used here, wraiths
regularly pass through this part of the veil
Wraiths cannot cross the veil here
No effect
Thin
Frayed
Absent
Level 3
−1 Difficulty on Oblivion Ceremony rolls
−2 Difficulty on Oblivion Ceremony rolls
−2 Difficulty on Oblivion Ceremony
rolls, wraiths can freely pass to and from
the lands of the dead, mortals suffer two
Superficial Health damage in this area that
cannot be healed until they depart
vampire’s activation roll. For every point of margin
the vampire has, the victim suffers one point of
unhalved Superficial Health damage. This damage
is slowly applied throughout the scene. Repeated
applications of the power in the same scene have no
effect on the Health of mortals already affected.
The power is an aura that lasts for an entire
scene before it fades away. Anyone with a sense of
smell can detect a rotting odor emanating from
the vampire during the time the power is active,
inflicting a two-dice penalty to any Social rolls the
vampire makes.
Duration: One scene
AURA OF DECAY
Kindred with a strong connection to Oblivion can
affect the world around them, making plants wilt,
animals and humans grow sick, and food go bad.
Some harness this aura as a power, polluting vitality
with rot, and speeding up the erosion of life. This
power does not speed up the decay of dead things,
though.
Cost: One Rouse Check
Dice Pools: Stamina + Oblivion vs. Stamina +
Medicine or Fortitude
System: The vampire makes a Rouse Check.
Following a win on a Stamina + Oblivion roll
(Difficulty 3), unintelligent organic and inorganic
material within five yards/ meters of them suffers —
plants turn black and die, food rots in its packaging,
and even bricks start crumbling. Material affected in
this way can become toxic to ingest, if for instance
this power is used in a kitchen or a water supply.
Such toxic food and drink, if consumed, can be
expected to inflict two Superficial Health damage
in the following scene to the individual who eats it,
and for each scene thereafter until treated with an
Intelligence + Medicine roll (Difficulty 3).
If anything living is caught in the aura, it
makes a Stamina + Medicine contest against the
PASSION FEAST
Amalgam: Fortitude 2
When a vampire needs to spend an extended period
in the lands of the dead, or wishes to torment a
spirit, this Oblivion power allows them to subsist
on the passions of wraiths rather than blood. An
accomplished necromancer can feed on these
passions, enabling them to go without blood for
longer than their fellow Kindred.
Cost: Free
Dice Pools: Resolve + Oblivion vs. Resolve +
Composure
System: A vampire with this power can drain a
wraith of their passion. While in close proximity
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(three yards/meters or closer) to the wraith, they
may roll a contest of Resolve + Oblivion vs. the
wraith’s Resolve + Composure. A win for the
vampire inflicts one Aggravated Willpower damage
to the wraith and reduces the vampire’s Hunger
by one. Feeding from a wraith may merit a Stain
at the Storyteller’s discretion, as the consumed
passion dulls the wraith’s reason for being, likely
sending them down a path to self-destructive
acts. The Storyteller determines the number of
passions a wraith possesses (though five or more is
rare), and may deem that the wraith becomes an
uncontrollable, murderous spectre once all passions
have been consumed.
Duration: Passive
lit areas. It can also cling to moving vehicles, and
its range is limited only by how far it can travel in
one night. It hears and sees everything in its vicinity
and can convey the information as soon as it is
reabsorbed into its creator’s shadow. The shadow
servant can only be banished by bright light, such as
from a powerful torch or daylight, but a successful
Wits + Oblivion roll against Difficulty 3 allows the
servant to avoid the light for a turn.
Duration: One scene
TOUCH OF OBLIVION
The vampire using Touch of Oblivion can harm and
cripple with a single touch, aging the affected body
part catastrophically. It can be used to wither a limb,
crumple a throat, or to blind a pair of eyes.
Cost: One Rouse Check
System: Following a Rouse Check, the vampire
grips their victim, requiring a Strength + Brawl roll
if the victim is trying to avoid the vampire. Once
gripped, the victim suffers two levels of Aggravated
damage as well as a crippling injury.
If this injury is inflicted to an arm or leg, the targeted
limb is rendered crippled and in the case of mortals
requires lengthy rehabilitation, while vampires can
mend the damage as regular Aggravated damage.
Likewise, Touch of Oblivion may render a target
mute, deaf, or blind. See crippling injuries (Vampire:
The Masquerade, p. 303) for mechanical details.
Storytellers may decide that inflicting such mutilation
warrants Stains.
Duration: One turn
SHADOW PERSPECTIVE
The vampire can project their senses into any
shadow within line of sight, seeing and hearing as if
they were hiding within any part of it. This includes
their own shadow, as manipulated by Shadow Cast
(p. 87).
Cost: One Rouse Check
System: Following a Rouse Check, the presence of
the vampire’s senses in the shadow is undetectable
by anything but supernatural means. (Sense the
Unseen, for example). While this power is active the
vampire perceives both their surroundings as well as
what can be gleaned from the Shadow Perspective, as
if looking through a screen or hole.
Duration: Up to one scene
SHADOW SERVANT
Amalgam: Auspex 1
The vampire gives independent life to a part of their
shadow and can use it to spy on or unnerve their
enemies.
Cost: One Rouse Check
Dice Pools: None
System: The servant has no mind of its own, but
follows its creator’s mental commands The shadow
travels at running speed and can effortlessly slip
under doors, climb walls, or slip into or through the
smallest cracks, although it cannot endure brightly
Level 4
NECROTIC PLAGUE
Through touch alone, the vampire can poison a
mortal victim’s blood, imbuing them with a disease
that wracks and ravages their body. This disease can
also be made contagious and transmit the same harm
to other mortals. Oblivion practitioners schooled
in medicine often have enough talent to make
this power appear in the form of specific illnesses,
sometimes including some believed extinct.
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STYGIAN SHROUD
Cost: One Rouse Check
Dice Pools: Intelligence + Oblivion vs. Stamina +
Stamina or Fortitude
System: The user makes a Rouse Check and
then rolls Intelligence + Oblivion while touching
their mortal victim. If the victim is weak (a baby,
elderly, unwell, recovering from an illness, dying,
or with 3 unmarked Health boxes or less), they are
automatically infected. If the victim is healthy, they
make a Stamina test (those with Fortitude may resist
with Stamina + Fortitude), resisting the disease if
they roll more successes than the vampire.
Victims of the disease take one Aggravated Health
damage at the start of every scene following their
infection. The victim suffers from the disease for a
number of scenes equal to the user’s Oblivion rating.
This damage cannot be medically treated, as it is
supernatural in origin, but it can be healed through
drinking vitae.
If the player rolls a critical win when activating
this power, they can choose to make the disease
communicable via touch, with subsequent recipients
suffering the disease for one turn fewer than the
victim by whom they were infected.
Use of this power warrants Stains, at the
Storyteller’s discretion.
Duration: One turn to activate, variable length of
condition
Nearby shadows spread outwards as the vampire
blankets the area in a layer of darkness, while sounds
become muffled and indistinct. Anyone viewing the
effect from without sees it as a shadow expanding
over every surface, including the bodies of any
victims, in the area. Those apart from the invoker
caught in the effects find themselves struggling to see
and hear their surroundings, and mortals are drained
of their very life by the suffocating power.
Cost: One Rouse Check.
System: The user makes a Rouse Check and spends
a turn concentrating, spreading the shadow over the
desired surfaces. The effect covers a circular area with
a radius equal to twice the user’s Oblivion rating in
yards/meters. The area is centered on the user or a
spot in their line of sight.
Anyone caught in the Stygian Shroud receives a threedice penalty to all rolls, unless they possess the ability to
see through supernatural darkness. Any mortals caught
in the Stygian Shroud suffer one level of Superficial
damage for every turn they remain within it, due to the
power’s suffocating effects.
Duration: One scene
Level 5
SHADOW STEP
Stepping into a nearby shadow, the user disappears
only to reappear from the same or another shadow
further away. Whether they enter the Labyrinth or
merely pass along its surface is a source of conjecture
among many Lasombra and Hecata, but the
spiritual damage with which they can emerge implies
they are touching something foul as they use this
power.
Cost: One Rouse Check
System: The vampire must enter a shadow large
enough to cover them, and emerge from another one
turn later. The target shadow must be within sight,
though it can be perceived by mystical means, such
as Shadow Perspective, if desired.
It is possible to bring another through the passage,
but unless that person is willing, they must be held
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substance into that of a shadow, becoming a twodimensional patch of darkness able to slither over
any surface and through miniscule gaps and cracks.
While in this form the vampire is only harmed by
fire and sunlight.
Cost: Two Rouse Checks.
System: The transformation takes one turn, during
which the vampire is unable to do anything else.
Once the transformation is complete the vampire
can move at walking pace across the ground or along
walls, hampered only by hermetically sealed barriers.
Vampires using Tenebrous Avatar can envelop
victims, causing the victim to reduce all their dice
pools by three and suffocating mortals as with
Stygian Shroud, above. If surrounding a mortal, the
vampire can feed from them without penetrating the
skin with fangs.
Practitioners of this power take no damage from
physical sources but can be harmed by fire and
sunlight as normal. Mental Disciplines can still be
used at the Storyteller’s discretion.
Duration: One scene or until ended
by a successful grapple. If a Stain is incurred as a
result of using this power, the passenger also receives
one.
Duration: One turn
SKULD FULFILLED
This power enables a vampire to reintroduce illnesses
to victims who recovered from them, break bones
long-since healed, and revoke a ghoul’s immunity to
aging. While this power doesn’t work on vampires, it is
an effective way of cutting through their servants and
ensuring debts to fate are repaid, without having to
come into contact with the recipient.
Cost: Two Rouse Checks
Dice Pools: Stamina + Oblivion vs. Stamina +
Stamina or Fortitude
System: The vampire makes two Rouse Checks as
they expend sufficient vitae to coat both their palms
and their face with blood, recalling the faces of their
targets. If the user succeeds in a contest of Stamina
+ Oblivion vs. the victim’s Stamina x 2 (those with
Fortitude may resist with Stamina + Fortitude), the
targeted individual is affected by a serious condition
they’ve historically suffered and recovered from,
such as treated cancer, a broken bone, or a disease
— including one gained through Necrotic Plague
(p. 90) — with any debilitating effects from this
condition occurring immediately. The condition’s
effects are for the Storyteller to determine, but they
should be severe (See the Crippling Injuries table for
inspiration, Vampire: The Masquerade, p. 303).
If the victim is a ghoul, this power removes their
immunity to aging and eliminates any vitae in their
system, potentially resulting in older ghouls dying or
even disintegrating where they stand. On a critical
win, this power may kill the victim by stopping
their heart completely if the user wishes. On a total
failure, the vampire cannot use this power against
that individual again.
Duration: Variable, dependent on whether the
condition is treatable
Oblivion Ceremonies
Ceremonies are Oblivion’s equivalent to Blood
Sorcery’s Rituals and function in similar ways with
the exceptions below.
Unless otherwise noted, performing a Ceremony
requires a Rouse Check, five minutes per level
to cast, and a winning Resolve + Oblivion test
(Difficulty = Ceremony level +1). Ceremonies
usually require additional ingredients or sacrifices
to mingle the caster’s vitae with. Unless otherwise
stated the caster can only perform beneficial
Ceremonies on themselves. Ghouls of Oblivion
practitioners, or thin-bloods, can gain temporary
access to Oblivion powers, but not to Ceremonies.
Ceremonies each have a prerequisite Oblivion
power. At character creation a player can choose one
Level 1 Ceremony if they have at least one Oblivion
power noted as a prerequisite for that Ceremony.
Characters can buy new Ceremonies at the cost
TENEBROUS AVATAR
The vampire gains the ability to change their very
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CEREMONY PREREQUISITES
Level
Oblivion Power
Ceremonies
1
1
2
Gift of False Life
Summon Spirit
Awaken the
Homuncular
Servant
Compel Spirit
Ashes to Ashes
The Binding Fetter
Where the Veil
Thins
2
3
3
4
4
5
specific target for attack or other action if the user
points at the target.
System: The vampire makes their Ceremony roll
and upon a win they raise a number of corpses equal
to their Oblivion rating, or the number of bodies
they have prepared (whichever is lower). A critical
win doubles their Oblivion rating for the purpose of
determining corpses raised. The mindless corpse’s
animation ends when it is destroyed or it concludes
its task. These corpses do not defend themselves
from attacks, and decay as normal; the Ceremony
does not grant them any form of immunity to the
elements or time.
Where the Veil
Thins
Host Spirit
Aura of Decay
Shambling Hordes Aura of Decay
Bind the Spirit
Necrotic Plague
Split the Veil
Necrotic Plague
Lazarene Blessing Skuld Fulfilled
MINDLESS CORPSE
Standard Dice Pools: Physical 2, Social 0, Mental 0
Secondary Attributes: Health 4, Willpower 0
Exceptional Dice Pools: Intimidation 4
Special: Mindless corpses take Superficial and
Aggravated damage in the same way as vampires,
except they are immune to sunlight. They cannot heal
or mend damage, and rot at least one Superficial Health
damage each day. They cannot be mentally dominated
or influenced as they are bound to their master.
They do not react to motion, words, or interference
from anyone but their reanimator. Mindless corpses
may always contribute to Teamwork (Vampire: The
Masquerade, p. 122) for menial labor such as digging,
lifting, or pushing even if they lack Skills.
General Difficulties: 2/1
of the Ceremony’s level x 3 experience points,
providing they meet the power prerequisite as well.
Learning new Ceremonies during play requires both
experience and time, as well as a teacher who knows
the Ceremony already. Expect a Ceremony to take at
least the square of its rating in weeks to learn.
Level 1
THE GIFT OF FALSE LIFE
Through use of this Ceremony, a vampire can raise a
corpse or group of corpses to perform simple, single
or repetitive tasks.
Prerequisite Power: Ashes to Ashes
Ingredients: A human body (or multiple bodies), a
small concoction of blood, phlegm, and bile.
Process: After applying the concoction to the
corpse or corpses and performing the Ceremony,
the affected bodies animate into a form of false
life. They follow a single simple command from
the vampire, providing the corpse is physically
capable of performing it, such as “sweep the
floor,” “hold this door shut,” or “walk around the
house perimeter.” They have no ability to think or
calculate, so conditional or complicated commands
such as “attack the next person to walk through
this archway,” “drive this car,” or “build a shack”
do not work. They may be directed towards a
SUMMON SPIRIT
This Ceremony enables a vampire to summon a
spirit from the Underworld.
Prerequisite Power: The Binding Fetter
Ingredients: One of the targeted wraith’s fetters
(see The Binding Fetter, p. 85), a photo or other
visual depiction of the wraith or their signed name,
and the caster’s vitae.
Process: The necromancer pours their vitae over a
wraith’s fetter, and studying the picture or signature,
calls out the wraith’s name. The wraith feels their
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fetter’s call, and begins a journey from their location
in the Underworld to that of the caster. Though
geography has differing scales in the Underworld,
a journey may still take several nights if the spirit
is on the other side of the world. If the veil is thin
enough in the summoning location, the wraith
is pulled through the veil between worlds by the
fetter’s strength. The summoned wraith is under
no obligation to serve the vampire upon being
called and may act with hostility if they feel the
vampire is threatening their fetter. Alternatively, the
wraith may be grateful for the summoning and the
possibility of companionship.
System: The caster daubs the fetter with their vitae
and makes an Oblivion Ceremony roll. The wraith
cannot pass through the veil if it’s impenetrable in
the Ceremony location (see p. 88). Moving the fetter
after the Ceremony doesn’t help, as the wraith’s
ability to pass through the veil disappears if the fetter
leaves the Ceremony site. The wraith disappears at
the end of the scene unless a separate Ceremony is
used to compel or bind them.
Wraiths summoned in this way do not manifest
physically, but as shadows on the walls, quavering
silhouettes of their living selves, from which voices
might emerge. Wraiths speak the same languages
they did in life, unless they’ve gone to the trouble of
learning new ones in the Underworld.
suited to the task) in a gross cocktail of bodily fluids,
and uses it to cut the targeted appendage off its root
limb or body, or kills the small animal (which cannot
be larger than a small dog and cannot fly, regardless
of whether it has wings). After massaging vitae into
the target, it comes to life as a homuncular servant,
unfailingly loyal to its master.
System: The necromancer makes an Oblivion
Ceremony roll and on a win gains a homuncular
servant that spies, follows, or intimidates at the
necromancer’s command. If it strays farther than
100 yards/meters from the vampire, it falls inert,
only awakening again once the vampire enters that
range. Otherwise, it remains active for a number
of nights equal to the number of successes rolled.
A critical win on the roll keeps the servant active
forever, while a total failure destroys all components
involved in the Ceremony.
Most homunculi can scale walls, hop (even if it
lacks the limbs to do so), and hide effectively, though
individual variation is great and depends on the tasks
it was created to perform. While it cannot speak
or perform actions requiring deep thought, it can
telepathically communicate single images, scents, or
sounds to its creator.
HOMUNCULAR SERVANT
Standard Dice Pools: Physical 1, Social 0, Mental 1
Secondary Attributes: Health 3, Willpower 1
Exceptional Dice Pools: Athletics 4, Stealth 6;
Intimidation 4
Special: Homuncular servants take Superficial and
Aggravated damage in the same way as vampires,
except they are immune to sunlight. They cannot heal
or mend damage. They cannot be mentally dominated
or influenced as they are bound to their master. They
do not need eyes or ears to perceive everything
around them as someone with unimpeded vision and
hearing might. They can telepathically broadcast a
single image per scene to their master.
General Difficulties: 3/1
Level 2
AWAKEN THE HOMUNCULAR SERVANT
Vampires use this Ceremony to create servants
and spies out of body parts such as hands or
skulls, or small dead animals like rats or foxes.
Some necromancers work almost exclusively with
homunculi, their workshops filled with scrambling
and unsettling creatures.
Prerequisite Power: Where the Veil Thins
Ingredients: The required body part or animal
carcass, the weapon used to sever/kill it, a small
concoction of urine, fecal matter, and semen.
Process: The caster coats a blade (or other device
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COMPEL SPIRIT
between one and three Aggravated Willpower damage
(depending on the importance of the fetter) and the
wraith is sent back to the Underworld to be tormented
by, and possibly converted into, a murderous spectre
(Vampire: The Masquerade, p. 377).
This Ceremony allows a vampire to bend a wraith to
their will.
Prerequisite Power: Where the Veil Thins
Ingredients: A wraith’s fetter, the caster’s vitae, and
an item (or threat) sufficient to damage the fetter.
Process: The vampire must be in close proximity to a
wraith in order to use this Ceremony, typically through
use of Summon Spirit (see p. 92). The necromancer
casts a handful of their own vitae in the wraith’s
direction as they hold a destructive item to the fetter (a
knife, a hammer, a gun, or potentially holding the fetter
over a fire) or speak threatening words that the wraith
believes. The vampire and wraith engage in a contest
of wills. If the vampire wins, the wraith must serve as
the vampire decrees, at least temporarily. On a loss,
the vampire is left mentally debilitated and the fetter
disappears from their grasp.
System: Make an Oblivion Ceremony roll vs. the
wraith’s Resolve + Composure. If the vampire has
no way of physically threatening the fetter, also make
a Manipulation + Intimidation roll (Difficulty equal
to the wraith’s Resolve + Composure).
If the necromancer wins both rolls, they can
command the wraith to perform a number of
moderately difficult tasks (spying, research, answering
questions truthfully, etc.) equal to the number of
successes rolled on the Ceremony roll. For every two
successes, the vampire can instead command the
wraith to perform a difficult task (such as attacking
someone, doing something repugnant to the wraith’s
sensibilities, etc.). On a critical win, the vampire can
demand any action from the wraith, and it tries its
best to complete the task. The wraith remains in the
vampire’s service until the end of the chronicle or
until it has fulfilled its master’s commands, at which
point it returns to the Underworld with an eternal
enmity for the necromancer.
If the wraith wins either contest, the vampire
suffers the margin in Superficial Health damage, and
the wraith then re-enters the Underworld.
The compulsion placed on the wraith ends
immediately if the vampire attacks it. If the vampire
harms the threatened fetter, the wraith suffers
Level 3
HOST SPIRIT
This Ceremony allows a vampire to open their body
to possession by a wraith.
Prerequisite Power: Aura of Decay
Ingredients: A gift to be made as tribute to a
wraith (whether the wraith values it depends on the
individual), a parasitic bug, and two teeth extracted
from the vampire’s mouth.
Process: The vampire must be in close proximity to
a wraith in order to use this power, typically through
use of Summon Spirit (see p. 92). The necromancer
presents a tribute to the wraith, sometimes in the
form of alcohol poured on the wraith’s gravesite, or
a bag of coins to be buried in the earth, or even the
freshly decapitated head of one of the wraith’s untilrecently living enemies. The vampire then pulls two
teeth from their mouth, usually with pliers, and
bites into a parasite with their remaining teeth. The
vampire then opens their mouth and the wraith can
choose to enter it, inhabiting the vampire’s body.
The benefits of having a wraith ride one’s body
include an enhanced physique, access to whichever
memories the wraith chooses to share, and the
wraith’s voice offering the vampire advice. The
wraith can take complete possession of the vampire
if they wish to, which some necromancers view as
a blessing to be experienced, and others deem the
main reason not to use this power.
Allowing a wraith to control one’s actions for
a night effectively subdues the Beast, as well as
demonstrating physical prowess and knowledge the
vampire may not usually possess.
System: Make a successful Oblivion Ceremony roll.
If the wraith agrees to the proposition, it then enters
the vampire’s body and can remain for a number of
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scenes equal to the successes rolled on the Oblivion
Ceremony roll. With the wraith inside them, the
vampire gains two dice to all Physical Attribute
rolls and +2 Health until the wraith departs. The
vampire can hear the wraith in their head, offering
advice, and they can substitute the wraith’s Skills for
their own, at the Storyteller’s discretion.
A wraith can choose to assert its possession
instead of acting as a passenger. If the vampire
resists, they make a Resolve + Composure roll vs.
the wraith’s Resolve + Composure. If successful,
they reject the wraith’s influence. If failed, the
wraith steers the vampire until the end of the scene,
though it can’t make the vampire do anything selfdestructive.
SHAMBLING HORDES
This Ceremony enables a vampire to raise a group of
aggressive, walking dead minions.
Prerequisite Power: Aura of Decay
Ingredients: A mortal corpse (or multiple
corpses), and a fresh mortal sacrifice.
Process: The vampire must have a
separate corpse in addition to
a mortal prepared for sacrifice.
The vampire slays the sacrificial victim, spilling
their blood on the corpse or corpses intended
for animation. If the Ceremony is successful, the
corpses stand (the recent sacrifice does not) and
serve the vampire’s commands.
System: Due to the amount of blood spilled in
this Ceremony, the caster must first test to resist
hunger frenzy (Difficulty 2). Make a Ceremony roll,
possibly incurring Stains in the process depending
on the chronicle Tenets and the Storyteller’s
discretion. Upon a win a number of aggressive dead
equal to the necromancer’s Oblivion rating or the
number of prepared bodies (whichever is lower)
receive the gift of animation. Corpses animated
this way do not decay and only enter repose if
commanded to by the vampire, if the vampire meets
final death, or if destroyed.
The animated corpses can parse moderately
complex orders such as “kill everyone who
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Process: The vampire must already have a wraith
under their control using Compel Spirit (see p.
93). The vampire kills an innocent mortal (though
innocence is subjective, this tends to apply to the
young, caregivers, and genuinely pious individuals)
in or close to a location or person they want their
wraith to haunt. Subsequently, they mix their
vitae with sufficient salt to surround the target for
haunting, and paint a circle with the mixture. They
place the wraith’s fetter somewhere within the
location, or in the target’s possession.
System: Following the steps of the Ceremony,
the vampire may incur Stains from the murder
depending on the Chronicle Tenets and the
Storyteller’s discretion. They make an Oblivion
Ceremony roll that cannot be resisted, as the wraith
must already be compelled for this power to work.
The wraith is bound to the location or individual
targeted, with no duration applied to this
Ceremony’s effects. Any emotion the wraith feels
intensely during its binding affects the inhabitants of
the location or the individual to whom it’s bound,
with each person affected suffering a two-dice
penalty to all rolls made to resist acting or feeling
the way the wraith feels. Therefore, an angry wraith
may make vampires more inclined to Frenzy, while a
depressed wraith might make a mortal more likely to
stop self-care. Bound wraiths have the same powers
as spectres (Vampire: The Masquerade, p. 377).
The wraith is forever bound to the target, unless
the vampire cancels the Ceremony, the fetter ever
moves from the location or individual’s possession,
or the wraith is destroyed. Binding also ends if
the necromancer attacks the wraith. Most wraiths
bound in this way are furious or melancholic about
their plight, and their mood affects the area around
them. Many necromancers use this method to
defend their havens or haunt their enemies.
enters,” “groan if you see anyone pass this way,” or
“terrorize that neighborhood.” Unlike the corpses
raised using the Gift of False Life (see p. 92),
these animated dead do not sit idle if left without
commands, instead attacking anyone around them
except for their master.
As per the rules for temporary Advantages like
these (Vampire: The Masquerade, p. 180), their
continued usefulness beyond the current story must
be ensured with Experience — such as through the
Retainers Background (Vampire: The Masquerade,
p. 196; one dot per loyal corpse) — or the aggressive
corpses may become unstable and unruly.
AGGRESSIVE CORPSE
Standard Dice Pools: Physical 4, Social 0, Mental 0
Secondary Attributes: Health 6, Willpower 0
Exceptional Dice Pools: Brawl 6; Intimidation 5
Special: Aggressive corpses take Superficial and
Aggravated damage in the same way as vampires,
except they are immune to sunlight. They cannot heal
or mend damage. They cannot be mentally dominated
or influenced as they are bound to their master. They
do not need eyes or ears to perceive everything
around them as someone with unimpeded vision and
hearing might. Bites from the aggressive dead inflict
+2 Health damage which is Aggravated to mortals.
General Difficulties: 3/2
Level 4
BIND THE SPIRIT
Vampires with access to this Ceremony have the
ability to shackle wraiths to specified locations and
people.
Prerequisite Power: Necrotic Plague
Ingredients: A wraith’s fetter, the sacrifice of an
innocent mortal, and sufficient salt to surround a
property or individual. If the target for haunting
is an individual, the necromancer must possess
something of their body, such as fingernails, hair,
blood, or skin.
SPLIT THE VEIL
This Ceremony allows a vampire to create a tear in
the veil through which wraiths can pass. Wraiths
who enter our world via this method take to
haunting locations and people, indulging in their
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passions, and possess mortals if their powers allow
for it. Some treat the vampire with gratitude for
splitting the veil, while others enjoy tormenting the
ones responsible.
Prerequisite Power: Necrotic Plague
Ingredients: A blade that’s been used to cut into
someone living, chalk or charcoal, a silk sheet, and a
human sacrifice.
Process: The vampire hangs a silk sheet over a
wall in a place where the veil density (see p. 88)
is standard, thin, or frayed. They then perform a
human sacrifice against the sheet, and as blood coats
the sheet, cut it open with a blade. The Ceremony
widens the portal between the world of the living
and the world of the dead.
System: The caster performs the sacrifice, which
may result in Stains depending on the chronicle
Tenets and the Storyteller’s discretion. When cutting
the silk sheet, their player makes the Ceremony
roll). Due to the amount of blood spilled in this
Ceremony, the caster must roll to resist hunger
frenzy (Difficulty 2). For every success on the
Ceremony roll, the veil’s density reduces by one
level, down to being absent (see Where the Veil Thins
on p. 87).
Importantly, if the veil rating is reduced to absent,
wraiths can spill into the physical world for the
remainder of the session (or night). Once that period
concludes, a veil density of absent increases to frayed
and the gateway for wraiths closes.
Level 5
LAZARENE BLESSING
This Ceremony enables a necromancer to bring a
freshly-dead body back to life, though not how its
relatives and friends might remember it.
Prerequisite Power: Skuld Fulfilled
Ingredients: One mortal sacrifice, incense, the heart
of any mammal, and powdered silver.
Process: The necromancer burns incense to
perfume the air before performing an act of sacrifice,
cutting the heart of the victim out and replacing
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Level 2
it with the heart of another mammal, though it
doesn’t need to be stitched in and working for the
Ceremony to function. After pouring a bag of
powdered silver over the open eyes of the dying or
dead mortal, the vampire invites a wraith to take the
deceased mortal as a host. Wraiths cannot be forced
to possess a body, but few refuse the opportunity to
walk around in semi-living shoes again.
System: Killing a mortal for this Ceremony may
incur Stains, depending on the chronicle Tenets.
If the replacement heart was likewise taken from
someone the vampire murdered, that murder might
also incur Stains. Following a successful Ceremony
roll, a wraith can enter the freshly-dead body and
live in it as if it were their own. The wraith must be
present during the act of sacrifice.
The possessed corpse wakes bearing the wounds
that killed it, though the replacement heart is
functional (no matter its origin or placement)
and the body heals one point of Health damage
upon possession. The remaining Health damage
recovers with time (as vampiric healing). The
body gains no special resistances to harm beyond
Disciplines it might have possessed in life. The
body possesses the same Physical Attributes,
Disciplines (if a ghoul), and Advantages it had in
life. Social and Mental Attributes, Skills, and any
form of morality rating match those of the wraith.
This possession lasts indefinitely, or until the
possessed body dies again or the wraith is exorcized
from the host.
SCOUR SECRETS
The Blood Sorcerer unleashes rivulets of their Blood
primed to search for information on a subject of
their choosing. The Blood washes over the object
of their search, allowing the Blood Sorcerer to
investigate vast amounts of text and volumes in a
matter of minutes. The object investigated bears a
telltale bloodstain thereafter.
Cost: One Rouse Check
System: The user makes the Rouse Check and tests
Intelligence + Blood Sorcery against a Difficulty set
by the Storyteller: anything from 2 for a single letter
in a regular office up to 5 for encrypted information
hidden in a vast library. If the information has been
supernaturally concealed the Difficulty increases
further. The time spent depends on the size of the
area to be searched: A single room might be scoured
in minutes, while a library requires hours, if not
the whole night. Additionally, the power does not
impart the ability to parse the information if it
comes in an unknown language or in a cipher.
If the knowledge sought is stored in non-written
formats, such as painting, music, or on old floppy
disks, the power works at the Storyteller’s discretion,
though the Difficulty is likely higher.
Duration: One night or until the information is found
or the search comes up short, whichever comes first.
Level 4
Blood Sorcery
BLOOD AEGIS
The vampire can will their vitae to form a physical
protective barrier. The barrier manifests as a
quivering sheet of Blood, the fluid moving of its own
accord to intercept and catch incoming projectiles.
Cost: One or more Rouse Checks
System: The user expends Blood equal to one or
more Rouse Checks. For each Check the floating
barrier can reduce damage from incoming ranged
attacks by five. The effect is automatic as the vitae
intercepts each incoming projectile in a shower of
Blood Sorcery calls upon the nature of the
Blood to reveal truths, cause harm, and work
other phenomenon. The Discipline itself has
comparatively few powers, being more focused on
the versatility of Rituals. For more information on
Blood Sorcery (and for more powers and Rituals) see
the Blood Sigils sourcebook.
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Blood, only to reform as long as the power remains
active. Once the protection is spent the Blood turns
inert as it lies splattered over the zone of conflict.
Duration: One scene or until damage levels are
spent, whichever comes first.
burning of the holy object grants the character
two additional dice on all rolls relating to resisting
Rötschreck. A critical win results in the character
needing to make no terror Frenzy rolls at all. The
effect lasts for one night.
Blood Sorcery Rituals
SEAL THE BRAND
Normally tattoos, scars, and other changes to
vampire flesh fade during the day’s sleep. Yet some
Kindred seek to make a mark on their own flesh, and
give that mark permanence.
Ingredients: Molten silver poured over a tattoo,
brand, or other body modification.
Process: The vampire casting the ritual pours the
molten silver over the target’s tattoo, brand, or
body modification. The target suffers damage from
the molten silver, but once mended, the affected
modification remains permanent.
System: A successful Ritual yields a permanent
body modification for the target. This modification
Level 1 Rituals
DOUSE THE FEAR
This Ritual allows the caster to briefly douse their
natural vampiric fear of fire.
Ingredients: A holy object such as a crucifix, Bible,
or Qur’an.
Process: The vampire must expose the holy
symbol to a flame. The object does not need to be
completely destroyed, just touched by the fire.
System: A successful Ritual roll following the
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cannot be removed by any other means and is
now considered part of the target’s undying
body. Pouring the molten silver onto the body
modification inflicts one point of Superficial
damage, which may be mended as normal.
Level 2 Rituals
AS FOG ON WATER
With this Ritual the vampire is able to traverse any
body of water, silently walking upon it as if they
were weightless, fog rising from their footsteps.
Ingredients: A piece of wood from a ship, and
water
Process: The vampire submerges a piece of wood in
the body of water they want to cross while spilling
their Blood into it.
System: Upon a successful Ritual roll the vampire
can walk across the surface of the water for the rest
of the night. They can end this effect any time they
wish but cannot walk on the surface again until they
recast the Ritual.
CALIX SECRETUS
The sorcerer is able to turn a mundane object into
a receptacle for their Blood, allowing them to store
surprising quantities of it there to be retrieved for
later use.
Ingredients: An object that fits in the caster’s hand,
and Blood of the user.
Process: The user drenches the object with their
Blood and speaks the words of the Ritual. When
complete, the object absorbs the Blood.
System: The process takes an hour. Make a Ritual
roll, and if successful, the vampire imbues the
object with an amount of Blood from the caster.
If the caster wishes to release their Blood from the
object, they need to say the command word. The
amount of Blood stored can sate one Hunger for
every two Rouse Checks made when storing the
Blood. (Storing a single Rouse Check’s worth of
Blood allows for a ghoul to get their fix or for use in
another Ritual requirement.)
SOPORIFIC TOUCH
The blood sorcerer can convert a dose of their own
vitae into a touch-activated narcotic that renders a
victim uninhibited and vulnerable to Disciplines
such as Presence and Dominate, as well as attempts at
mundane manipulation, coercion, or interrogation.
Ingredients: A small amount of hashish or other
narcotic substance.
Process: The chosen substance is mixed with the
user’s Blood and rubbed between their fingers as the
incantation is read (or whispered). The Ritual takes
only a few minutes to prepare.
System: Make a Ritual roll vs. the Stamina +
Resolve of the target when they make contact
with the affected vitae. For the remainder of the
scene, the victim suffers a dice penalty equal to the
margin of win on the Ritual roll on all resistance
pools involving Composure or Resolve. (Apply
the penalty only once if the pool involves both
Attributes.) The narcotic vitae retains its potency
until it is touched, up until the end of the scene.
Level 3 Rituals
FIRE IN THE BLOOD
This Ritual allows a vampire to invoke the
anguish of fire in a victim’s blood. Blistering heat
ravages the target’s veins and causes intense pain.
This Ritual differs from the Cauldron of Blood
power (Vampire: The Masquerade, p. 274); it is
usable from a distance and a more efficient way to
incapacitate rather than kill the victim.
Ingredients: A sample of the target’s blood, a visual
depiction of the target such as a photo, painting, or
video recording, and a candle made from red wax or
a lighter made of iron.
Process: The vampire concentrates on the
visual depiction of their target (which can be the
individual in person) and burns the target’s blood
sample, usually held in a Petri dish, glass bottle,
or vial, over the flame. The effect occurs almost
immediately, as the victim’s blood heats up in
their veins.
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System: Make a Ritual roll following the
incantation versus the target’s Resolve + Occult (or
Resolve + Fortitude, if the target is a creature with
this Discipline). Each point of the caster’s margin
is applied as Superficial Health damage that also
inflicts wracking pain upon the victim, forcing
them to incur a two-dice penalty to Physical pools
for the remainder of the scene. On a critical win,
the penalty increases to three dice. A Kindred
target must make a Rouse Check due to the
damage to their vitae. A victim can only be affected
by this Ritual once per night.
ONE WITH THE BLADE
Certain Kindred develop a close relationship with a
favored weapon, in some rare cases carried with them
for centuries of use. Such a weapon never rusts or
dulls so long as it remains in the vampire’s possession.
If someone else physically claims it as their
own, it ages rapidly, like a ghoul denied vitae.
If the weapon remains usable following this
degeneration, it can inflict grievous harm on its
original owner — the blood sorcerer — if used
against them.
Ingredients: A melee weapon and enough of the
caster’s vitae to fully immerse it.
Process: The vampire submerges their chosen
weapon in their own vitae and swears an oath
dedicating their unlife to the weapon. The weapon
must remain submerged without interruption until
the following sunrise.
System: Once the Blood is collected and the
weapon is submerged, make a Ritual roll. On a
win, the weapon becomes mystically dedicated to
the user. It remains of immaculate quality unless
subjected to intentional harm when outside the
caster’s ownership. Additionally, if again anointed
by the Blood of the user it gains a two-dice bonus
when used in combat. The anointment takes a
single turn, forces a Rouse check and lasts for a full
scene. A vampire can never possess more than one
weapon dedicated this way. In order to perform
this ritual on a new weapon, the previous dedicated
weapon must first be destroyed.
If used against its original owner it deals
Aggravated damage but gains no additional dice.
Level 4 Rituals
FEAST OF ASHES
What better way to torment a rival than by turning
the blood in their mouth to ashes? Kindred affected
by this Ritual cannot drink blood for one night.
Ingredients: A piece of parchment with the name
of the target written on it and burned, and ashes
from the burned scroll.
Process: The caster writes the name of their
target on a piece of parchment and burns it.
They collect the ashes and use their own Blood
mixed with the ashes to write the sigils required to
perform the Ritual.
System: Make a Ritual roll versus the target’s
Resolve + Willpower. On a successful roll, the target
cannot consume blood for one night, vomiting it
up as if it were mortal food and drink. Only ashes
sate their Hunger and cannot bring it lower than 3,
though few victims think of eating ashes unless told
of the spell.
GUIDED MEMORY
By imbibing the Blood of a willing Kindred, a vampire
can relive the memories of the donor, who guides them
through the donor’s past experiences. This can allow
the vampire to “recall” memories from before they were
born! In addition, these guided journeys can unlock
Discipline powers, Merits, and potentially other gifts of
the donor’s Blood.
Ingredients: The vitae of another vampire, dried
rosemary, and fresh poppies or forget-me-nots.
Process: The sorcerer burns the flowers and
rosemary, blending the ashes with the donated vitae,
then drinks the Blood.
System: The sorcerer selects a Memoriam goal
(Vampire: The Masquerade, p. 312), or one of the
goals below:
• A Level 1 Discipline power; a one-dot Merit
•• A Level 2 Discipline power; a two-dot Merit
••• A Level 3 Discipline power; a three-dot Merit
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The power may be encountered during the
Memoriam, or the memory itself deals with the
donor learning the power. The Merit may emerge
from a similar circumstance, or result from the
character unlocking some secret or potential in
the past.
While the player may pursue a specific power or
Merit, the Storyteller is the final judge of which gift
they gain.
All gifts of guided Memoriam fade as new native
memories overlay these resurfaced and imported ones.
They last until the end of the session, or (if the guided
Memoriam happened at the end of the session) until
the end of the next one.
Powers
This power is independent of the sorcerer’s other
powers and does not count against the limit of powers
they can possess in a single Discipline, although they
still need to fulfill the Discipline rating requirement.
This power cannot be used as a requirement to learn
another power, but a character could gain an Amalgam
power temporarily if they already knew the other
prerequisite power.
Merits
Merit dots cannot be spread among different Merits
or added to existing Merits the player character may
already have.
Entering the Guided Memoriam
A guided Memoriam follows all of the same rules as
a standard Memoriam except the Kindred donating
the Blood and memories rolls the required Rouse
check. The donor remains present throughout the
scene as a spiritual or disembodied presence or guide
that only the Kindred experiencing the Memoriam
can interact with. Everyone experiencing the guided
Memoriam must partake of the offered Blood.
Walking through another Kindred’s memories
is a particularly unnatural experience and inflicts
penalties based on how far back in time the journey
delves. The Blood offered by the Kindred donor
is always considered a deep drink (Vampire: The
Masquerade, p. 312) and the bonuses supplied
from that usually offset some of these penalties.
Additional Guided Memoriam Modifiers
ƒ The scene takes place during or after your mortal
life: lose one die
ƒ The scene takes place less than a century before
your mortal life: lose two dice
ƒ The scene takes place one or two centuries before
your mortal life: lose four dice
ƒ The scene takes place three or more centuries
before your mortal life: lose six dice
INVISIBLE CHAINS OF BINDING
The blood sorcerer binds a subject in invisible
chains, confining them to a single spot for the
duration of the Ritual.
Ingredients: A link of chain.
Process: The sorcerer inscribes the sigils on the chain
using their own Blood. The process takes an hour, at
which point the chain link can be concealed on their
person to be used on a target at a later time, at which
point the chain is thrown at their feet.
System: When throwing the prepared link at a
target the user makes a Ritual roll against the target’s
Strength + Resolve. The target is unable to move
from the spot for one hour per success in the margin
as long as the chain link remains intact and within
three yards / meters of them. A bound target suffers
a four-dice penalty to any physical defense tests as
well as to brawl and melee actions.
The chain link corrodes to dust at the end of the
Ritual’s effect.
Level 5 Rituals
ANTEBRACHIA IGNIUM
The caster of this Ritual manifests hungry flame
from their flesh, using an enchanted coating of vitae
like a buffer and can set items and people alight
using the fire.
Ingredients: Sufficient vitae (from any vampire) to
coat the caster’s arms up to the elbows, and a source
of flame (such as a lighter).
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Process: The vampire immerses their arms in the
blood and withstands the urge to feed or frenzy.
After extracting their arms, exposure to flame ignites
the vitae rather than the vampire it coats. The
vampire can then go on to set targets alight using the
fire on their skin.
System: If the user is at Hunger 4 or more,
make a hunger frenzy test at Difficulty 3 to avoid
draining the ingredients. At any point during the
night they may expose the vitae to fire and make
a Ritual roll. Any success ignites flames on the
vampire’s hands and arms, a spectacular display
provoking a terror frenzy test (Difficulty 2) in all
nearby vampires except the caster. They may touch
others with Dexterity + Brawl in physical combat
to inflict two Aggravated Health damage. Entering
a grapple ignites the both combatants’ clothes,
continuing the damage each turn until they make
a Composure + Survival roll (Difficulty 3) to
smother the burn. The caster is only resistant to
flame on their arms, and burns as usual elsewhere.
The fiery arms extinguish when the caster wills it or
when the scene ends.
DOMINION
The Blood Sorcerer makes themselves the sovereign of
supernatural powers in their own domain, thwarting
others’ use of most vampiric abilities.
Ingredients: Seal made of iron embedded over
every doorway in the building.
Process: The ritual takes three hours to cast. During
this time, the caster must be embedding iron seals over
every doorway, consecrating them with their own vitae,
and carving sigils on the doors.
System: Upon a successful Ritual roll, the Blood
sorcerer stops any uses of Animalism, Auspex,
Dominate, or Presence except by themselves.
Any uses of the Disciplines within the building
still cause any Rouse checks to occur, though
the amount of Blood spent to perform the ritual
varies – from Rouse Check for an apartment
up to five for a large manor. The Ritual lasts
indefinitely but can be broken by the destruction
of at least one seal.
Thin-Blood Alchemy
Thin-Blood Alchemy makes Blood Sorcery look
staid and constrained. The newest of the Disciplines,
its users continue to explore its potential with new
formulae and new concepts seemingly emerging
nightly. For more on Thin-Blood Alchemy, and more
new formulae, see the Blood Sigils sourcebook.
Any thin-blood vampire can learn Thin-Blood
Alchemy at the in-clan experience rate, even if
they didn’t take the Thin-Blood Alchemy merit at
character creation.
Level 1 Formulae
MERCURIAN TONGUE
The alchemist can speak the native language of the
mortal whose blood they used in the formula, and
the native languages of those they feed from until
they next sleep.
Ingredients: The alchemist’s Blood, blood of a
mortal who speaks a different native language than
the alchemist, the tongue of a fish or bird, hot sauce
from another country, and copper filings.
Activation Cost: One Rouse Check
System: The alchemist can speak the native
language of the mortal whose blood they used in the
formula. By spending a Willpower point and feeding
from a mortal, they can switch their new language to
that mortal’s native language.
Duration: One night, or until the alchemist feeds
from someone with the same native language as the
alchemist.
PLUG-IN
The alchemist is able to produce a low-level electrical
current from their body, powering lights, chargers,
or other devices.
Ingredients: The alchemist’s blood, sanguine
blood, liquid nitrogen, tungsten shavings, and a
broken battery.
Activation Cost: One Rouse check
Dice Pool: Resolve + Alchemy
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System: Make a Resolve + Alchemy test (Difficulty
2). On a success, the alchemist fills with electrical
currents that can be used to power small devices,
such as a smartphone, a personal computer, or a light
bulb. These currents power the item by touch; it loses
power when contact stops.
Duration: If lighting a room: one scene. If powering a
device, until it reaches half battery charge.
Level 2 Formulae
FRIENDS LIST
This formula allows the alchemist to see the
connections between mortals and Kindred. This
shows as a thin, silver thread that connects between
them, giving the alchemist an idea of whom a mortal
may have a connection to.
Ingredients: The alchemist’s Blood, phlegmatic
blood, the eyes of a whippoorwill or owl or other
nocturnal bird, and a silver thread.
Activation Cost: One Rouse Check
Dice Pool: Intelligence + Alchemy
System: Upon activating this power, the alchemist
makes an Intelligence + Alchemy test to see a thin,
silver thread connecting a mortal to a vampire they
have some sort of connection with. (Obviously,
no thread is shown if the mortal isn’t connected to
Kindred.) If the vampire is not physically close the
alchemist can follow the thread.
Stronger connections require fewer successes to
see – a ghoul might only require one success, but
a distant contact or ally up to five. A mortal with
multiple vampire relationships displays the strongest
thread first, but the alchemist can see all of them
with enough successes.
Duration: One scene
Level 3 Formulae
MANDAGLOIRE
Also called “The Funk” by alchemists who copy and
adjust the formula.
The alchemist is able to make their blood emit a
noxious gas that causes a rigid paralysis to mortals
and supernatural creatures alike.
Ingredients: The alchemist’s blood, phlegmatic
blood, human fat, candle wax, ether, sesame oil, iron
sulfate or verdigris, and borax.
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Activation Cost: One Rouse Check
Dice Pool: Stamina + Alchemy vs. Stamina + Resolve
System: Tapping the athanor’s vein emits a pungent
stench when spilled that fills a room (or a house
on a critical win). Mortals who fail to resist enter a
full-body paralysis state, a waking coma, for the rest
of the scene. Supernatural creatures who fail feel
the effects of rigor mortis: a two-dice penalty on all
Physical rolls from intense cramping.
Fixatio: The potion can be slipped into a drink or
meal as a poison, or burned to act as a paralyzing
fragrance, above.
Duration: Three turns
TANK
RUMOR
Level 4 Formulae
Alchemists frequently use this formula during
negotiations to try and sway at least one person to
their side; however, it can be easy to spot if anyone
is paying close enough attention. Rumor allows the
alchemist to make a statement and convince one
person to agree with them on that statement.
Ingredients: The alchemist’s blood, phlegmatic
blood, pepper, oil, and graphite or mercury.
Activation Cost: One Rouse Check
Dice Pool: Manipulation + Alchemy vs Wits +
Awareness
System: Upon activation, the alchemist makes
a statement and invites the target to agree, e.g.
“I heard you plan to invest in the new mortuary
downtown. Is that true?” On a win, the target
agrees and continues to believe they agreed to the
statement of their own free will. To get the target to
actually act on their agreement (e.g., sign investment
papers) usually requires a further Manipulation +
Subterfuge (or similar) contest, but the alchemist
can add their margin on the Alchemy contest to
their pool in that contest.
Duration: One scene, and thereafter until
something (or someone) persuasively contradicts the
target’s agreement (“I would never have agreed to
that! I must have been drugged!”).
The alchemist can use this formula to help
strengthen their resistance against damage, albeit
only temporarily.
Ingredients: The alchemist’s Blood, choleric blood,
oaked wine or bourbon, and Kevlar fibers or cement
or ground tortoiseshell.
Activation Cost: One Rouse Check
System: The first time the alchemist sustains
damage in a scene, reduce the damage by five. The
formula then expires.
Duration: Until the alchemist takes damage or the
scene ends.
SHORT CIRCUIT
An alchemist can use this formula to overload the
batteries in any electronic or electrical equipment,
including car batteries or the fuses of a building.
Ingredients: The alchemist’s Blood, battery acid,
melancholy blood, and salt water.
Activation Cost: One Rouse Check
System: By making a Rouse Check and touching the
equipment (or metal connected to it) the alchemist
automatically and silently shorts it out. This allows
an alchemist to, for example, cause a blackout of an
entire building by touching a power outlet, or a car by
brushing against its body.
Duration: N/A
TOXIC PERSONALITY
The alchemist secretes powerful, caustic bile from
their pores and orifices, corroding metals, wood, and
living tissue. The alchemist activating this ability
may touch and manipulate the bile while not being
affected by it.
Ingredients: The alchemist’s Blood, choleric blood,
potash or lye, animal spleen, cheesecloth, and iodine.
Activation Cost: One or two Rouse Checks
Dice Pools: Strength or Dexterity + Alchemy vs.
Dexterity + Athletics
System: When active, the power allows the alchemist
to corrode any material in seconds by simply making
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contact with it and gains +2 damage on brawl attacks
as their mere touch becomes acid. (As the alchemist
controls how and where they excrete the acid their
own clothes are usually unaffected.) The Storyteller
is the final arbiter on the extent of damage caused but
the acid is supernaturally strong and far more potent
than that produced by Corrosive Vitae (see Vampire:
The Masquerade, p. 273).
The alchemist may make a second Rouse check
to projectile vomit the bile as an attack (Strength +
Alchemy during melee, Dexterity + Alchemy for a
ranged spitting attack). On a win, the bile does the
margin +3 in Superficial Health damage (Aggravated
to mortals).
Athanor Corporis or Calcinatio: The alchemist
or vessel can only hold this formula after distillation
for a week before they begin to look sickly: blue
veins popping against their pale skin, and the skin
itself sagging low on their bodies. After a month, the
bile corrodes the Calcinatio vessel if not tapped.
Fixatio: The container of the bile slowly corrodes,
falling completely apart in Alchemy + 4 weeks.
Duration: One scene
Level 5
FLOWERING AMARANTH
This form of shared diablerie draws virtue from the
vitae of a full-blooded Kindred into the alchemist
and their assistants.
Ingredients: Blood from the alchemist and
participating thin-bloods (up to three thin-bloods
total), juice of red amaranth flowers from a plant
fertilized with blood, pulverized leeches, hydrogen
sulfide, and neon.
Activation Cost: Everyone participating must roll
one Rouse Check
Dice Pool: Resolve + Alchemy vs. Willpower pool +
Blood Potency
System: The alchemist and up to two other
participants tie a silk cord around their wrists,
connecting them in a triangle surrounding a fullblooded Kindred target, also so bound. The alchemist
rolls Resolve + Alchemy; each additional thin-blood
participant can add one die to the pool by spending
2 Willpower. If the full-blood resists, they use their
Willpower pool + Blood Potency. On a win, the
participating thin-bloods gain one dot in one of the
target’s core clan Disciplines, determined randomly.
(On a critical win, the alchemist can choose the
Discipline.) They cannot learn or purchase this
Discipline higher than the first dot, but in other
respects can use it as though they were full-blooded
Kindred. They do not gain generation, but still lose 1
Humanity and gain the black-veined aura of diablerie.
MOMENT OF CLARITY
The alchemist is able to temporarily submerge their
vampiric instincts, harnessing the power of the Beast
to support, rather than disturb, their mental acumen.
For a short while they can reach superhuman levels of
intellect and concentration while also avoiding bestial
interference in their actions.
Ingredients: The alchemist’s Blood, phlegmatic
blood, cadmium, nootropics, and ash from
burned pages of a meaningful text to the alchemist
(scripture, favorite childhood novel).
Activation Cost: One Rouse Check
System: Upon activation, the alchemist gains mental
clarity, their wits sharpen, and the Beast is temporarily
sated. They add four dice to Mental or Discipline
Skill pools, and can add four dice to Mental resistance
checks against Disciplines requiring them: Dominate,
Animalism, Presence, Auspex, and their amalgams.
They are also immune to Messy Criticals and frenzy,
if susceptible to the latter.
Duration: One scene
Predator Types
How a Kindred hunts their prey defines their unlife,
more than perhaps any other aspect of their nature.
Your chosen (or obsessive) hunting pattern arguably
affects you even more than your clan does. After all,
you may never see a fellow clan member, but you
hunt every night, forever.
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Vampires are, after all, fundamentally predators at
heart, who must kill … or at least hunt … to survive.
The Predator styles in the game exist to evoke that
centrality and to focus the player on the constraints
their nature imposes upon them. They don’t
necessarily mesh into every chronicle, or work with
every possible player combination.
If that’s a problem for your troupe, simply
add one additional dot to the coterie pool for
each member with an “under-powered” or
“inconvenient” hunting style, defined however you’d
like: by the total experience point value of the type
package, by the number of net Advantage dots, or by
whichever metric you feel “unbalances” the game. A
less flashy or involved hunting style means more time
and resources for the group, after all.
PREDATOR DISCIPLINE NOTES
Remember, your Predator type can grant an out-of-clan
Discipline dot. Hunger can be stronger than bloodline.
Banu Haqim characters can take Blood Sorcery
with the Bagger or Osiris Predator types.
Extortionist
The extortionist likes to force their victims to bleed
for them. Ostensibly, the extortionist acquires
blood in exchange for services such as security
or surveillance, but as many times as the need
for protection is real, it is just as often a fiction
engineered to make the deal feel acceptable to the
victim.
ƒ Add a specialty: Intimidation (Coercion) or
Larceny (Security)
ƒ Gain one dot of Dominate or Potence
ƒ Distribute three dots between the Contacts and
Resources Backgrounds
ƒ Gain the Enemy Flaw: (••) the police or a victim
who escaped your extortion and now wants
revenge
Predator Pool: Strength or Manipulation +
Intimidation; you feed through coercion both subtle
and painfully obvious.
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Graverobber
Graverobbers often feed from fresh corpses, but
despite their name, they also feed from mourners
in cemeteries and visitors and patients in hospitals.
Melancholic Resonance in a victim’s blood appeals
more than any other humor. This predator type
often requires the vampire to hold a haven in or
maintain connections to a church, hospital, or
morgue.
ƒ Add a specialty: Occult (Grave Rituals) or
Medicine (Cadavers)
ƒ Gain one dot of Fortitude or Oblivion
ƒ Gain the Feeding Merit: Iron Gullet •••
ƒ Gain one dot of the Haven Background
ƒ Gain the Herd Flaw: (••) Obvious Predator (your
cold nature makes you act in a deeply unsettling
matter when hunting)
Predator Pool: Resolve + Medicine, sifting through
the quiet dead for a body bearing rancid blood.
Moving among miserable mortals for a vulnerable
bite uses Manipulation + Insight. A cold corpse
can slake up to 3 Hunger, but suffers the same slake
penalties as bagged blood. A body fed on by another
vampire, drained of blood afterwards, or missing
parts slakes less.
Grim Reaper
Also known as a plague rat, you only feed on those
about to die. You seek out hospice care facilities,
assisted living homes and shelters. This means you
are constantly on the move looking for new victims
near the end of their lives and often have a difficult
time settling down yourself.
ƒ Add a specialty: Awareness (Death) or Larceny
(Forgery)
ƒ Gain one dot of Auspex or Oblivion
ƒ Gain one dot of the Allies or Influence
Background in the medical community
ƒ Gain one dot of Humanity
ƒ Gain the Feeding Flaw: (•) Prey Exclusion:
Healthy Mortals
Predator Pool: Intelligence + Awareness or Medicine.
You may also gain a taste for specific diseases, and have an
easy time identifying them by taste.
Montero
Since the Middle Ages, aristocratic Spaniards have
mounted the montería: a deer hunt in which teams
of beaters drive game onto the spears (and later the
guns) of the montero, the huntsman. You carry on
that tradition, using retainers to herd your victims to
you for the kill. Your modern montería may take the
form of a long con, a flash mob, a protest kettle, an
endless bureaucratic shuffle, or a seemingly senseless
gang pursuit.
ƒ Add a specialty: Leadership (Hunting Pack) or
Stealth (Stakeout)
ƒ Gain one dot of Dominate or Obfuscate
ƒ Gain two dots of Retainers
ƒ Lose one dot of Humanity
Predator Pool: With an experienced team of
retainers, the hunt comes down to planning:
Intelligence + Stealth. With a well-practiced plan,
the hunt comes down to patiently waiting for the
game to arrive: Resolve + Stealth.
Pursuer
Some people will never be believed, while others will
never be missed. You study your victim, learning
their routine and whether they can disappear
without raising a hue and cry. Then you stalk and
pursue your victim throughout the night, only
striking when your sensibility and your hunger reach
their most delicious pitch.
ƒ Add a specialty: Investigation (Profiling) or
Stealth (Shadowing)
ƒ Gain one dot of Animalism or Auspex
ƒ Gain the Merit: Bloodhound •
ƒ Gain one dot of Contacts from among the
morally flexible habitués of your hunting ground:
club bouncers, homeless watchers, night vendors,
street dealers, etc. Someone who answers when
you ask “which way did she go?”
ƒ Lose one dot of Humanity
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Predator Pool: Intelligence + Investigation to find a
victim nobody misses, or Stamina + Stealth for long
stalks of unknowing urban prey.
Like the trapdoor spider, you build your nest and lure
your prey into it. You may lurk in an amusement park
dark ride or a steamy Turkish bath, haunt a house or
manage a fight club, but your victims come to your
place of power. There you might toy with them in
terror, imprison and drain them slowly, or just drink
deep and send them on their way.
ƒ Add a specialty: Persuasion (Marketing) or
Stealth (Ambushes or Traps)
ƒ Gain one dot of Protean or Obfuscate
ƒ Gain one dot of the Haven Background
ƒ Gain one dot of either Retainers (your roper,
major-domo, etc.) or Herd (steady visitors for
whatever reason), or a second Haven dot
ƒ Gain one Haven Flaw: Creepy (•) or Haunted (•)
Predator Pool: Charisma + Stealth if your victims
enter your killing ground anticipating a fun night
out, or Dexterity + Stealth if you feed on trespassers,
urban explorers, or other passersby. Navigating the
maze inside your den calls for Wits + Awareness (but
you can add your Haven dots in dice to the pool
since you know it so well).
STANDALONE FLAWS
Remember, you do not require any Merit Points in
that Background as a prerequisite to taking a Flaw.
This may make some Backgrounds less effective, but
can introduce interesting roleplay and fuel for plot
advancement. Other players may have feedback on
a Flaw you like, considering it dangerous (or un-fun)
to your coterie; determine together how much your
danger or folly should drive the group’s story. Your
Storyteller also helps determine how these Flaws
manifest, as well as deciding their reliability and
suitability for their chronicle.
For example, consider the Haven Flaw: Creepy,
with no other dots in the Haven Background. Your
vampire may know a house abandoned because it was
a murder scene a few years back. Knowing that the
never-removed bloodstains unnerve casual snoopers, your character has a somewhat reliable place to
rest. But the downside can always come up in play, as
decided by the Storyteller.
You might initially take these Flaws only to add
flavor to your character, but eventually decide to fix
them up in game, and eventually change them into
Merits with experience points. Sure, your Creepy
murder house is a stop gap from sleeping on the
street or in the sun, but what if you fixed that back
door so it locks again or even bought the property
through a cut-out?
Backgrounds
Allies
Taking Backgrounds lays out a solid framework for
who a vampire was in their mortal life, and shows
what parts of themselves they chose to keep or leave
behind as they moved into eternal unlife. These
are the weapons in the Kindred’s arsenal when it
comes to the mundane problems you’ll face, as
well as methods of surviving and preserving the
Masquerade. Even if you didn’t buy the Background
with the coterie pool, you might share a Haven, a
few Resources, or even a Herd member with your
mates. Use discretion when deciding what pieces of
yourself to share with your undead allies.
Allies can be as complex as a think tank a vampire
may fund under the table, and as simple as childhood
friends or family members. Allies show up to aid you,
within their power of course. How many dots you
put into your Allies will decide how reliable they can
be in a pinch. When building any number of dots
in this Background, take time to think about other
pieces of your character that would justify having
access to an Ally. For a Kindred whose Predator type
is Siren, his Ally may be his agent, who can help
him make introductions to the newest Toreador in
the Primogen at an art exhibit. Or a Ventrue whose
Trapdoor
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Archetype is Godfather likely has both Allies and
Enemies, coming from their crime family in life and
a rival family moving in. Allies are never vampires,
regardless of competency.
Enemies
On the other side of Allies are the background Flaw
Enemies. If your Allies run a small private detective
agency, their Enemies could be yours: a gang of
smash-and-grab thieves who prey on their clients
(and your Domain), or a police department using the
bureaucracy to endlessly demand useless paperwork
or seize evidence intended for you. You may also just
not have Allies at all, only Enemies who try and throw
as many impediments into your path as possible.
However, you can try using this Flaw to your
advantage: manipulate the Enemies by using one of
your Masks to deniably send them after your own
foes, or frame them for such an attack on a rival. Of
course, Enemies already have plenty of motivation
to trace such mischievousness back to you or your
coterie – and you run the risk of letting them meet
your Kindred foes. Discuss such tactics with the
Storyteller, and with any other players in the group,
as this Flaw can affect them as well. Just like Allies,
Enemies are always mortals, or in some cases, ghouls.
Contacts
Where Allies help you make things happen, Contacts
help you learn about things happening to others.
How you have access to a particular Contact does not
have to synergize with your background or Concept
(a resourceful Kindred has eyes and ears everywhere
after all) but a concrete reason for this specific Contact
makes the story better and more plausible. Street-level
coteries can leverage one and two-dot Contacts who
provide street-level items and information as part of
your shared milieu.
Go ahead and put a name and basic personality
to a Contact, on the Relationship Map or in
your notes. A character who worked as a radio
personality may know the tech crew from their
studio, or a mortician may still have a connection to
their funeral home. How your death changed your
relationship with them – or if it didn’t change it at
all – provides juicy roleplaying potential in even a
quick “drug buy” scene. As the vampire ages and
meets new mortals to add to their arsenal, playing
the game and being opportunistic about mortals
you meet can create new Contacts and open up new
possible story and resource opportunities.
Fame
Taking Fame as a background generally means that
the Storyteller characters in a chronicle want to have
access to you. There are two ways that a vampire may
have Fame in a modern setting, and each carries their
own dangers. Mortal fame, and having to be in the
public eye, puts these Kindred at risk of being sniffed
out by the Inquisition, or of being blackmailed by
unscrupulous fellow Kindred. Choosing to have
Fame among Kindred reduces that chance, but means
that members of other sects or factions may see you as
a potential ally, or threat, or source of information or
access to even more famous Cainites. The Storyteller
may wish to craft a Loresheet around a character’s
Fame, or offer the player the option of taking their
Fame from an existing Loresheet group or legend.
Having Fame can make it difficult to get around
places discreetly, what with humans tailing you
wishing to post selfies with you, but it can protect
you in some ways. Kindred risk breaching the
Masquerade by overtly harming or attacking a
Famous character, with human entourages and
paparazzi always on the lookout in the area. You can
also escape enemies by ducking into exclusive clubs
or hotels with year-long waiting lists.
Infamy
The other side of the shiny Fame coin, Infamy
comes with its own host of pros and cons. An
infamous Kindred may have a hard time getting
in good with the Prince, or humans may harass
these individuals on their nightly goings-on. Other
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unsavory individuals however
may see a vampire with Infamy as
an asset, and more likely to help
a fellow scoundrel out. While
this certainly doesn’t help with
your public image, other sketchy
organizations or persons think
you’re one of them, and you can
sometimes use that sympathy to
get things done. Just be careful to
not make them angry as well.
Haven
One of the most useful, and
in some chronicles necessary,
Backgrounds in the game. Having
a reliable place to take shelter
from the sunrise is vital to a
Kindred’s extended survival, and
it doesn’t hurt to make it nice
either. Normally coteries build a
communal Haven, but this is not
mandatory, especially if it conflicts
with other Backgrounds you have
taken for yourself or the story you
want to play.
Think creatively about your
Haven, especially if you add
Merits: a Laboratory has caustic
chemicals and an anodized metal
sink suitable for disintegrating a
corpse or removing serial numbers
from a gun. Your Storyteller may
meet you halfway for custom
havens like mortuaries: re-skin
Machine Shop (p. 112) to build
reanimated constructs in the back
and to have a handy incinerator.
Remember, if you take no
Haven dots and only a Haven
Flaw (or Flaws), you still have
access to a Haven. It’s probably
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not safe, and it’s definitely not comfortable, but
it keeps the sun out. The only way to not have
anywhere to sleep is to choose the No Haven Flaw.
New Haven Merits
Like all Haven Merits, coteries often find it a better deal
to buy these for an excellent group Haven rather than
spend the same number of points (or more!) on many
less-secure personal Havens.
BUSINESS ESTABLISHMENT •• OR •••
You rent out your haven to a separate business: a
9–5 call center, coffee shop, laundromat, or salon.
You might even operate the business yourselves
(or with Retainers) as a Corporate coterie (p. 160)
although the Storyteller should avoid turning this
game of personal horror into a game of business
management horror.
The kine mill around living their daily lives while
you sleep in the repurposed storage basement, or one
of the server rooms where all of the out of service
equipment is stored. The business pays a monthly
rent (or profit, if you own it), providing you with a
steady stream of funding.
The downside: A lot of strangers walking
around, and exposure to local officials, and
business taxes that potentially put you very much
on the grid. Renting to criminals takes the taxes
and paperwork out of the picture, but adds even
more exposure to cops and other less pliable
criminals. Reduce your base Haven dots by one
for pools involving your Haven’s privacy and
for security against either financial or criminal
intrusion (pick when you choose this Merit).
Dots in this Merit roughly equate to their
Resources equivalent, and the Storyteller may
let you use its dots instead of Resources if the
substitution makes sense. It also adds two dice to
pools to do things related to your business’ activities
or core competency, to interact with other local
businesses, and to tests of preparedness to already
have something you need in the moment (Vampire:
The Masquerade, p. 410). Businesses have
inventory and supply closets, after all.
However, if something happens to your Haven,
you don’t have those Resource-like dots any more:
no money comes into your pool hall if it burns
down or if the FBI closes it off as a crime scene.
You may want to take “regular” Resources dots
as a backup. They don’t stack: a two-dot Business
Establishment plus two dots in Resources means
you have two Middle Class income streams; you’re
not four-dot Wealthy.
•• Your haven’s business is a thriving local concern or
national chain outlet.
••• Your haven’s business is a dominant local
concern or an office of an international company.
Perhaps you have a few floors of a skyscraper, or an
office building near the airport, or even a pier and
warehouses on the docks where you collect fees from
ships and shippers alike.
FURCUS • TO •••
Your haven lies over a knot or fork in the veins of the
Earth, or a frayed spot in the Veil. While invisible
to normal sight (though not perhaps to Auspex or
various Rituals), it underlies a prominent area: the
top of a staircase, a fountain in the garden, the center
of a room. (Architecture + Occult might allow
someone to deduce its location, if they know what
they’re looking for.) Kindred feel the pull of magical
energies at the site, and kine often feel nervous
or nauseated. Blood Sorcery Rituals or Oblivion
Ceremonies (pick when you take this Advantage)
tap into the furcus’ power.
Each dot in this Merit adds one die to Ritual (or
Ceremonial) dice pools used at the furcus. (At the
Storyteller’s discretion it may also subtract one die from
Social pools used to calm or seduce mortals – or add a
die when interacting with mortal hedge magicians or
other occult groupies.) Bestial failures on such tests may
also lead to especially horrific or eldritch results: energy
from the furcus that harms or curses the sorcerer,
accidental summoning of an entity, or a clear magical
pulse from the haven’s location. Depending on the
Ceremony, a total or bestial failure might automatically
impose the Haunted Flaw on the haven.
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MACHINE SHOP •+
Your haven has state of the art tools, equipment,
and machinery in a dedicated work space, plus
supplies of oil, industrial chemicals, gasoline,
and other household necessities. Each dot of this
Merit adds one to the dice pool for Craft rolls,
or to other tests related to building, repairing, or
disassembling a piece of machinery or equipment:
Intelligence + Firearms (Gunsmithing) to build a
Sten submachine gun, Intelligence + Technology
to fab a compound crossbow with a 3-D printer,
Intelligence + Craft (Engineering) to soup up a car,
etc. For particularly recondite machinery, you may
have to explain how you sourced it if you don’t
have Resources ••• or better.
Small havens with this Merit can only add to
pools for one specialty of Craft: they don’t have
enough room for a general machine shop or for
automotive work.
A three-dot machine shop can include an
incinerator; a three-dot machine shop in a large
haven can include a car crusher or compactor.
Haven Flaw
SHARED (• OR ••)
Your haven is not entirely your own. Other Kindred,
besides you and your coterie, have access to it and
can make decisions about it without consulting you.
Decide the specific conditions and determine the
severity of this Flaw based on those circumstances.
The one-dot version of this Flaw covers joint
havens: e.g., you have one or more Storyteller
character housemates, or you and a whole clutch
of fledglings squat in an abandoned building. Any
problems they bring back to the haven become your
problems, too. A coterie that takes a haven together
does not automatically invoke this Flaw; sharing
with your coterie has only as much downside as you
mutually create in play.
The one-dot Shared Flaw also covers short-term
havens: you’re staying in an embassy or safe house
or campground, with the expectation that you’ll
be moving on and another Kindred may arrive to
take your place at any time. Getting a new shared
haven when that happens costs no more dots, but
you may lose dots you put into improving the old
one, in addition to moving all your belongings and
re-training your Herd where to show up at night.
The two-dot version of this Flaw means you
have a local landlord. Another Kindred has
rights to the property (either an actual land title
or a grant from the local Prince or Baron) and
graciously (or not) allows you to roost there.
After haven creation, you must discuss any
changes you wish to make to your haven with
your landlord. The landlord can enter your haven
at will. Especially older Kindred landlords may
also call on you for service or dirty jobs, treating
you like a vassal or apparatchik.
Tremere chantries, Nosferatu warrens, and
Ministry temples might be one or two-dot shared
havens for characters of the appropriate clan,
depending on the power balance between you and
the other Kindred there.
Herd
Some Predator types rely on this Background more
heavily than others, such as Consensualist, while the
Predator type Blood Leech won’t be able to make
effective use of this Background at all. The chronicle
may also help decide how Herds are used, if allowed
at all, as contested territories, domains in war zones,
or nomadic and fugitive coteries make it harder to
access this Background. Herds may also blend into
other Backgrounds, allowing you to get more story
mileage out of mortals. Retainers and Allies may
have tie-ins to a player’s Herd, and the Storyteller
may allow players to use similar combinations with
other Backgrounds as well.
Influence
Based in political power, Influence adds intrigue and
political warfare to a chronicle. Using Influence is
more than just manipulating city politics or media
in the abstract. Vampires of certain clans may have
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easier times adding and using Influence in various
sectors than others. Brujah have an affinity for
connecting with political activists or local militias.
Malkavians more likely have Influence in weird
collectives or mystical circles.
When creating Influences and deciding how they
connect to a character, think about Predator styles as
well: Who should you manipulate to help you hunt?
Influence also provides backup protection for your
coterie’s Domain. Within a coterie, having a wide
spread of Influence (like a wide net of Contacts)
gives your group flexibility in planning and reaction
to enemy action. For example, having influence in
a local political office would not be as effective at
blocking off street traffic as a police district may, but
the alderman’s office can put your Haven guards on
the list of city-approved “youth action groups.”
Despised and Disliked
These two Flaws allow for interesting gameplay if you
wish to crank up your vampires’ self-reliance in their
own Domain. Despised turns one group or region
of the city actively against you, and even neutrals
stay cold, while Disliked leaves everyone against you
equally — either of which you can play up when
rallying your own neighborhood. Of course, when
you send your Allies and Retainers into other hoods,
they may run into extra problems even if those Flaws
don’t affect them (or your Contacts) directly.
You might also run into those consequences on a
night out: a Toreador disliked for uploading a video
slamming the local soccer team gets into endless
sports arguments when they just want to feed in
peace. You can even combine Despised or Disliked
with regular Influence: the alderman only meets
with you in a parking garage and insists on being
paid in cash, but she still zones your nightclub for
all-night operations and a loading dock.
Loresheets
Loresheets exist to highlight a certain aspect of
the world for the interested player and Storyteller,
without forcing every player to master the entire
minutiae of the Vampire setting. A Loresheet
foregrounds some group, historical event, or elder
as it relates specifically to the player, encouraging
them to take ownership of that aspect and
reminding the Storyteller that vampiric arcana
exists to serve the story at the table tonight, not as
mandatory history lessons.
A Bloodline is a specific kind of Loresheet that
acts as its own Background type.
Bloodline
You have been Embraced into a distinct bloodline
with unique qualities. This gives you access to
a second Loresheet that only members of your
bloodline possess. All other rules and limitations
of the Loresheet Background (Vampire: The
Masquerade, p. 190) apply — “Bloodline” is a
distinct Background, and as such you can possess
an Advantage from both it as well as the Loresheet
Background. Most Hecata also have a distinct
Bloodline.
Like Loresheet, you can only choose one
Bloodline, although you can have one Bloodline
and one Loresheet. Storytellers might decide
that previously-published bloodline-related
Loresheets (such as “Descendant of Hardestadt”
and “Descendant of Helena” from Vampire: The
Masquerade, p. 390–391) count as Bloodlines,
allowing characters with those Loresheets to take an
additional, non-lineage-related Loresheet.
Mask
Political intrigue and political horror imply shifting
or alternate identities, a key part of this Background.
At its base, this Background lets you hold a job,
drive a car, pay your phone bill, use a bank card,
and otherwise remain somewhat tethered to mortal
society. A chronicle that emphasizes shifted or
alternate identities might also let a character with
multiple Masks mitigate problems from Fame or
hide out from Adversaries — for a while.
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Zeroed and Cobbler
normally could be worth two or even three dots as
your informant in the personal entourage of the
local Baron or Prince. It’s up to the Storyteller to
determine whether having a spy in the enemy camp
is worth more or less than a spy in your own lord’s
court in this chronicle.
Zeroed synergizes well with a character acting as a
spy or agent for their sect, a ghost in the machine for
their own ends or those of their patrons. Cobbler
gives a player the ability to make masks for others,
for a fee and small risk. This Background makes an
excellent side hustle and story hook: characters can
sell their craft for cash or boons, while also creating
potential dangers from their clients’ hunters and
enemies.
Adversary
Since an Adversary may drive the plot at any
time, the Storyteller and player should discuss the
specifics early and in some detail: the Adversary’s
sect or faction inevitably winds up playing a major
role in the chronicle’s narrative so it’s best to
take an Adversary who already fits into it. More
powerful Adversaries target you as leverage against
their real enemy: your sire or Mawla or other
nominal superior.
That said, a personal Adversary can be
interesting: perhaps you and your Adversary were
Embraced at the same time and have competed for
advancement within your sect ever since. Or reverse
the perspective: you’re actually your Adversary’s
great enemy. Perhaps they betrayed you, framed
you before the Prince, and got you ejected from the
court or exiled. Now you’re back, and your greatest
goal is to bring your Adversary down.
Known Blankbody and Known
Corpse
Like other Background Flaws, these don’t require
the character to have any dots in the Mask
Background. They act as storytelling vehicles,
drawing the unwanted attention of enemies, or even
loved ones. A character careful to avoid surveillance
cameras or the attention of the security services can
stay under the Coalition’s radar even with Known
Blankbody, but Known Corpse is harder to shake
without active disguise powers.
Your famous death leaves you vulnerable any
time mortals notice you: perhaps Netflix made
a documentary about your cold case murder, or
activists plastered your face all over the city during
your candlelight vigil. Did you run for local office?
Did your grin adorn billboards advertising your
ambulance-chasing law firm?
Boons and Debts
Mawla
In many cases, older or more experienced Kindred
serve as your Mawla. A sire who seeks the advancement
of their childer makes a standard Mawla, or some
member of the faction or sect that “recruited” you is
assigned as your zampolit or confessor to make sure you
don’t squander the potential your makers saw in you.
However, you might have a young Mawla: a loyal friend
from your mortal days, also Embraced and remarkably
still trustworthy.
More dots might indicate a Mawla in a more
valuable position: a neonate worth one dot
In most cases Status, Influence, Mawla, and other
Backgrounds sufficiently represent a character’s
social resources, but there may be times when the
story calls for more granular use of debts and boons
(Vampire: The Masquerade, pp. 314–315) owed
to specific individuals: “My Sire saved your Haven
during the Revolt, remember,” is more exciting and
intriguing than a dot in Status. It’s also less generally
useful, but provides more specific leverage on a
specific vampire.
Individual characters can acquire one-off Boons
from other Kindred during character generation.
Minor Boons cost half the points (rounded up) of
the equivalent Mawla (Vampire: The Masquerade,
p. 193). Major Boons cost one dot more than Minor
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BOON AND DEBT COSTS
Minor Boon
•
•
••
••
Major Boon
••
••
•••
•••
•••
••••
Creditor / Debtor
Neonate
Ancilla
Elder
Primogen or Anarch
Council member
Prince or Baron
Boons. Characters may not purchase Life Boons
at character creation without explicit Storyteller
agreement. If the Storyteller agrees, a Life Boon costs
three dots more than the equivalent Minor Boon.
Debts provide many fewer points when taken as
Flaws than they cost as Merits. Debt sucks, what
can we say? However, being in Major Debt (owing
a Major Boon) to a higher-Status vampire is even
worse than that. Once per story the character’s
creditor or their minions can ask them for a favor
they cannot refuse without risking being shunned,
blood hunted, or worse. This favor can take on any
form and often means exposing the character to
mortal danger or reputational collapse.
If a character finds themselves in Life Debt to a
high-Status vampire, they might as well just get the
Blood Bond and enthrall themselves. Even nonCaitiff vampires may experience such indebtedness
as Debt Peonage (p. 127).
In all other ways, Minor, Major, and Life Boons
function according to the descriptions in Vampire: The
Masquerade (pp. 314–315). Track all debts and boons
individually. Note that trivial boons, as simple, easily
discharged promises, are not tracked using this system.
Boons and Debts cannot be purchased or bought
off with experience points. After character creation,
they can only be gained (or lost) through the
character’s actions in play.
Resources
In the WORLD OF DARKNESS and the world
of the living, money always talks. Treat Resources
as the last line of persuasion or interrogation when
Minor Debt
(•)
(•)
(•)
(••)
Major Debt
(•)
(•)
(••)
(••)
Life Debt
(••)
(••)
(••)
(•••)
(••)
(•••)
(•••)
charisma fails, or when your other Backgrounds
can’t reach the problem. Resources can always
reach someone. Younger vampires like yourself
have a better understanding of what mortals can
do for you than older Kindred who see them only
as food or pets. And you have both the knowledge
and the means to motivate them. Maybe you can’t
stop an elder with money, but a thick stack of
benjamins can convince plenty of mortal arsonists,
reporters, or cops to try their best to do so.
Determine the source of your Resources, the
more individual the better for the story. Do you sell
Malkavian predictions (suitably redacted) to day
traders, or live off the royalties of a decades-old hit
song? Did you find a big bag of Mafia cash in the
woods? Think of your Predator style as a possible
Resources explanation: do you tithe your worshipers
as an Osiris, or roll your victims for cash or drugs as
an Alleycat?
Storytellers should also be mindful about
allowing high (4+) Resource values. Gaining
entrance to an exclusive club becomes far less
interesting when a character can just buy the
premises with a phone call.
Retainers
Retainers do things and go places that Allies and
Contacts won’t, often even commit murder or other
felonies. Mortals might even feel enough love for
or loyalty to you to do such things without being
ghouls or thralls. Since Retainers should be named
individuals, it doesn’t hurt to look at their motives
and their conditioning, and for the Storyteller to ask
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what might theoretically break the relationship.
The relationship itself varies. Some Kindred simply
keep Retainers as reliable errand people who can
go outside in daylight. Others use their Retainer as
a confidant, a sympathetic ear to help shoulder the
burden of eternal life and the sadness that comes with
it. Whatever responsibility you feel for your Retainer,
their responsibilities to you dwarf it. In troupe-style
chronicles (p. 198), players often portray other
characters’ Retainers. Especially in such chronicles,
players need to recognize the power dynamics and
roleplaying challenges involved (see Power Differentials,
p.220).
Stalkers
The temptation with this Flaw, which the Storyteller
should absolutely encourage, is to use the Stalker as a
“free” (if somewhat unreliable) Retainer – which of
course blows up on you once you actually depend on
it. The Storyteller should insist that you answer two
main questions when you take this Flaw: what does
the stalker want from you, and why haven’t you just
killed them already? The tension between these two
answers drives the stalker subplot.
Even more than most Flaws, build this Flaw
collaboratively with the whole group to avoid
unpleasant mirrors of real-life stresses and problems
for another player. Absolutely discuss Veils and Lines
(Vampire: The Masquerade, p. 423) regarding when
the stalker is played, who plays them, and their role (if
any) in the game. It’s a bit harder to come up with a
coterie Flaw version of Stalkers, except of course the
classic “the coterie is a band” setup.
Status
Status generally doesn’t transfer between sects, as
each sect values different accomplishments and
virtues. Status might also apply more narrowly
than a full sect, denoting rank in a Ministry temple
or Tremere chantry, for instance. Status and Fame
somewhat overlap, but Status generally confers
respect. A vampire might have Fame for killing
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a rival in dramatic fashion, but a Banu Haqim
warrior might also (or instead) have a dot of Status
in their clan for their action. Status might also
overlap with Loresheets, which could justify a
somewhat murky or nebulous Status: a double
agent of Theo Bell might have actual Status in
the Anarch soviet, and a cover Status established
within the Camarilla by some kind of shadowplay.
Discuss local, limited, or murky Status with the
Storyteller to make sure their chronicle focuses on
challenges such Status meets or flavors.
CITY SECRETS •
Most of these new Advantages (those with the
symbol) apply to mortals, ghouls, and Kindred alike.
In some cases, the Storyteller (or the player) should
come up with a sufficiently persuasive explanation for
non-Kindred to have, e.g., supernatural-seeming Luck
of the Devil. For specific Caitiff, Thin-blood, and
Ghoul Advantages, see those sections (pp. 126, 134,
and 141).
Merits
You have somehow acquired a damning secret
about the city’s Kindred power structure, perhaps
specifically about someone in it. Decide the exact
nature of the information with the Storyteller.
If the secret refers only to mortal business (“the
Mayor is secretly fucking a Russian Mafiya
soldier”), it’s just a way to explain your Influence.
A few power players in the city know you
have this information, or strongly suspect
it. Hopefully, you’ve made arrangements for
the secret to get out upon your mysterious
disappearance. You could sell this information
for a high price, but its truest value is protection:
those who want it to stay secret have some interest
in keeping you happy. Of course, if you push your
luck, they may decide keeping you quiet forever
takes higher priority.
This Background resembles Influence more than
Status in some circumstances; the Storyteller should
determine when or if it adds to a Social pool, or
possibly a Research or Insight test.
You can take this Background a maximum of three
times, with a different secret each time.
New Merits and Flaws
Merits and Flaws can help make a character more
distinct and individual. For more information on
Merits and Flaws, see p. 179 of Vampire: The
Masquerade.
Looks Merits
FAMOUS FACE •
You bear a passing or very close resemblance to
someone very well known. Sometimes this works
in your favor. Other times this results in “Charlize
Theron bit that cop on the neck!” You gain two
dice to social tests in circumstances where you can
leverage your lookalike status, but suffer a two-dice
penalty whenever you try to hide in a crowd or in
other areas where you want to avoid recognition.
INGÉNUE •
You look completely innocent and blameless,
making others believe in your good intentions much
easier. Add two dice to any rolls related to avoiding
suspicion or deflect blame, at the Storyteller’s
discretion.
REMARKABLE FEATURE •
You possess a rare, memorable feature such as a
striking eye color, atypical pupils, or an unusual
complexion, providing a two-dice bonus to social
interactions with strangers. (The novelty quickly
wears off.) Take a one-die penalty to disguise yourself.
Feeding Merit
VESSEL RECOGNITION •
One easy way to piss off a Kindred is to feed off their
kine. Kindred guard their herds jealously, and you’ve
learned how to avoid them, being able to smell out
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which mortal belongs to a herd or is a particular
Blood Doll.
A win on a Resolve + Awareness test at
Difficulty 2 lets you smell whether a mortal has
been fed on recently. A critical win lets you sense
if the feeding is recurring, likely making them part
of someone’s herd.
Mythic Merits
LUCK OF THE DEVIL ••••
Someone else will always take the fall for your
missteps as long as someone’s available to take the
blame. Whether this is because of a face everyone
loves, a guardian angel, or something far darker,
you manage to slip, skate, and dodge out of trouble,
though you’re in constant need of new friends as
you burn through them like a wildfire.
Once per session you can have a misfortune — an
attack, an accusation, a blame, or anything in between
— directed at you befall someone else close to you.
This can be an ally, retainer, coterie mate, or even a
Touchstone. The Storyteller is the final arbiter on what
counts as a proper misfortune.
NUIT MODE ••
Your body doesn’t automatically revert to the deathstate each night, enabling you to keep things like
new haircuts, tattoos, and other body modifications
at your option. You are still able to return to your
original death-state, though, and can mend any later
modifications as if they were Aggravated damage.
This Merit is available only to Kindred of Blood
Potency 1 or lower. (If your Blood becomes more
potent at any point, the Merit no longer grants
any benefit, but if you drop back down to Blood
Potency 1 it returns.)
Other Merits
CHECK THE TRUNK •
Mercenaries and gig workers have to keep their tools
of the trade close at hand. They never know what
their next job might require, but they do their best
to keep a supply of useful tools close at hand. Caitiff,
Ravnos, Anarchs, and even some mortals especially
benefit from this Merit.
You have easy access to an armory or cache of tools
and hardware. None of these items can exceed a value
available to a character with Resources 2. Common
items found in a cache could include a sawed-off
shotgun, rusty bolt cutters, half a roll of duct tape,
homemade stakes, half empty squeeze bottles of
lighter fluid, and whatever else the Storyteller allows.
Take an additional two dots in Preparedness pools
(Vampire: The Masquerade, p. 410) for items
within this Resource band. Losing your car, haven, or
other storage space may interrupt this Merit until you
build up a new stash.
SIDE HUSTLER ••
Folks on the fringes constantly have to grind to keep the
little that they have. Juggling a million tasks, favors, and
debts has become second nature to them.
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Once per session you can get your hands on
an item, a piece of information, or access to an
event as if you had two dots in the appropriate
Resources, Contacts or Influence Background.
(Items obtained with Resources likely have to be
returned intact.) Often this requires you to spend
part of the night calling in markers and pressing
your informal network.
TEMPERED WILL •••
Your stubborn spirit didn’t die during your
Embrace, and you find yourself knowing when
people are trying to force you to do something
against your will.
You are always aware of when someone is using
Dominate and Presence against you. Once per
session, when resisting Dominate or Presence, you
may add two additional dice to your resistance pool.
Only someone with no dots in either Dominate
or Presence can take this Merit. (If you acquire the
Disciplines afterward, or temporarily as with thinbloods, the Merit no longer grants any benefit while
you possess them.)
UNTOUCHABLE •••••
The powers that be are very reluctant to punish
you for even the most egregious crimes. Perhaps
you’re the secret power behind the throne, or you
hold some damning blackmail over the local Baron,
or you’re the secret childe of a Justicar or other
political potentate. Once per story you can escape
all official punishment for a crime that would
otherwise see you destroyed or cast out of your
sect, though you may be privately reprimanded
or face consequences through unofficial channels.
The Court or Council often ignores your lesser
crimes as well, but lower-level Kindred may take it
upon themselves to step to you for your perceived
transgressions and flaunted impunity.
Flaws
Looks Flaws
STENCH (•)
Your breath and body odor are supernaturally foul,
redolent of open graves and rotting flesh. Even
Nosferatu object to your stink. You can take minor
steps to minimize the stench, such as splashing on
plenty of cologne, but that causes other problems.
Lose one die from seduction and similar Social dice
pools, and lose two dice from Stealth pools against
opponents who can smell, unless you are upwind.
TRANSPARENT (•)
For whatever reason, you aren’t a good liar, and it
shows. You either have a terrible poker face or your
parents instilled in you a strong urge to be truthful
even when it hurts.
Lose one die from any pools requiring Subterfuge.
You cannot gain dots in Subterfuge.
Feeding Flaw
VEIN TAPPER (•)
You find the act of feeding extremely personal
and cannot take blood from mortals while being
observed. This means you often feed from the
unaware and go out of your way to find (or create)
drugged or unconscious victims.
Mythic Flaws
STARVING DECAY ••
Your undead body is constantly on the verge of
reverting to a corpse and only staving off Hunger
keeps you from decaying.
At any point in which your Hunger is 3 or
higher your body shrivels and decays, incurring a
two-dice penalty to physical tests as well as social
interactions with mortals, not to mention risking
the Masquerade.
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TWICE-CURSED ••
You are cursed with additional Bane, making you
labor under additional weight borne out of your
clan founder’s flawed nature.
Take your clan’s variant Bane (see p. 56) in
addition to your regular Bane. The Storyteller can
prohibit this Flaw if the second Bane would cause
problems for, or lack impact in, the chronicle.
Other Flaws
KNOWLEDGE HUNGRY (•)
You always feared that you wouldn’t have the time
to learn everything you wanted about what’s truly
important. Well, that’s one problem solved. The
time to learn is not always now, though — you
regretfully put a bookmark in your studies and
attend to more life-threatening matters.
At character creation, pick a topic that your
character hungers to study. When your character
comes across books, tutorial videos, college seminars,
or other methods of learning about their chosen
subject, make a Willpower roll at Difficulty 3 to
resist chasing their obsession.
PRESTATION DEBTS (•)
You owe another Kindred (or two others) two minor
boons. The debt-holder wields more power and
influence than you within vampire society, though
not necessarily within your sect. They receive a
one-die bonus in Social combat against you while
they hold your marker. They may call in either of
these debts at any time, but practically they do so
when you really really don’t want to (or absolutely
can’t) pay them off. However, if you do manage to
successfully pay off both debts, you don’t need to
take another Flaw to “balance” your character. The
creditor still likes to lord it over you, though, and
retains the one-die bonus.
You can absolutely take this Flaw alongside one or
more Minor Boons (Vampire: The Masquerade,
pp. 193 and 315) at character creation. You cannot
take this Flaw owing another player’s character the
boons in question.
For more a more detailed breakdown of Prestation
Debts and Boons as Backgrounds, see Boons and
Debts, p. 115.
RISK-TAKER (•)
You’re one of those people who feel compelled to
take every chance to experience life at its fullest.
When confronted with a chance to indulge a
risky temptation you haven’t done before (such
as snorting a new drug, imbibing vampire blood,
or taking a Kindred lover), you suffer a two-dice
penalty to all actions until you either partake of the
new experience or the scene ends. This Flaw doesn’t
compel you to do something suicidal ... but you may
not always accurately predict the full consequences
of your actions.
WEAK-WILLED (••)
You struggle to assert your own personality when
confronted with the will of another. You may not
necessarily be submissive; perhaps you feel more
confident when following another person’s lead. You
might be part of a vampire’s entourage or Herd, but
you aren’t necessarily loyal to that vampire.
Take a one-die penalty to Social pools against your
leader or superior. Even when you’re aware of an
attempt to sway you mentally or emotionally (such
as with Dominate or Presence), you may not use the
active resistance systems to avoid those effects. ■
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Chapter Four:
CASTOFFS
Perhaps we are the discards — or we could be the
part He keeps. This mystery is what keeps us all
going, to see what happens in the next chapter.
V
— ISAAC BASHEVIS SINGER
ampires think they run the world, or they like to say they
do. Those who see them from three steps behind know
differently.
The Kindred have enough enemies to worry about, one
would think, without creating more through disdain, cruelty, panic,
neglect, and oppression. But they do just that, castigating the clanless,
the thin-blooded, their own ghoul creations, and the kine they would
truly die without as beneath their notice.
They call them outcasts or castoffs, parodies of their imagined
greatness or creatures designed only to serve and to be served as food for
their betters.
Some so-called outcasts take the scorn and climb the Kindred ladder
as best they can. Others refine it into blades. Many do both. Still more
try to survive on their own outside the supercilious gaze of the fullblooded … until they have no choice but to look back in anger.
This chapter looks at those who the Kindred refuse to see: the
clanless Caitiff, the ominously thin-blooded, the underestimated
ghouls, and the unfortunate mortals suddenly awake in a world of
darkness.
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Castoff Summary Sheet
CAITIFF
THE ORPHANS
stand up, suspect, trade favors, play all sides
SUSPECT
SLOW DISCIPLINE IMPROVEMENT
THIN-BLOODS
THE MECURIANS
survive, seek, yearn, ally, distill alchemical formulae
CANNOT CREATE BLOOD BONDS
NO BANES OR COMPULSIONS
GHOULS
THE SERVANTS
DISCIPLINE
 
DISCIPLINE

• Thin Blood
• Lifelike
• No Frenzy
• Sunlight
DISCIPLINE
•Quick Healer
DISCIPLINE
• Human Spirit
• Possible True Faith
serve, watch, placate, top from the bottom, rebel?
VITAE ADDICT
MORTALS THE KINE
love, live, fight, fascinate, organize
FRAGILE
 Choose any Discipline
Thin-Blood Alchemy*
 Discipline associated with the Resonance last drunk.
Level 1 power in domitor’s Discipline
* Any thin-blood vampire can learn Thin-Blood Alchemy at the in-clan experience rate, even if they didn’t take the Thin-Blood Alchemy merit at
character creation.
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the limelight. While they may find themselves better
off than the thin-bloods these nights, it’s not because
they have won the love and respect of the clans.
They’ve adapted to become part of the system that
would turn on them if it didn’t need them to keep
running. So while the court may praise a clanless
Cainite, the Caitiff know no honor awaits them
there regardless of their usefulness and service. The
clans do not look upon them and see the reflection
of their Dark Father. Instead, the most devout
Kindred see Caitiff as omens of their end.
More powerful than thin-bloods, the clanless
nevertheless share many hallmarks with their
barely vampiric siblings: adaptability, survival,
and innovation. What thin-bloods scrounge up
with hard-won Alchemical formulae, Caitiff seem
to intuitively evolve: new capabilities that both
exemplify and subvert their vampiric natures.
Despite such similarities, jaded Caitiff seldom make
common cause with thin-bloods they see as naïve
and clueless. Those Caitiff that do adopt a crew of
Duskborn may revel in the role of big brother but
are hard-pressed to not to give them up when the
powers that be require a blood sacrifice. But there’s
no ethical consumption under the Camarilla and all
that, and there’s always a new gang of thin-bloods to
play fun uncle with around the next corner.
Those unbound who don’t sell out to a cruel
Prince, a petty Baron, or a pragmatic Emir often
drop out of the game entirely. Those movement
Caitiffs who thought the rise of the Anarchs meant
their empowerment were quickly disabused of that
notion as the Ministry and Brujah took charge even
though most of them were very late to the party.
These burnt-out Caitiffs have no interest in getting
sucked into someone else’s Jyhad. They do what
they must to get by, but they refuse to believe in
anything again. These drop-outs and slackers know
all the lies and slogans meant to gaslight them back
into the fold. Despite secretly cheering on the fall
of Kindred society they know even that is a sucker’s
game. These Caitiff wear their hard-won cynicism
as a badge of honor – their only mistake was ever
believing in anything in the first place.
CAITIFF
Caitiff often find their place in Kindred society as
guns for hire, the ultimate expendables. However,
their deep understanding of thin-bloods and of the
streets increasingly makes them sought-after scourges
in the Camarilla and Ashirra. These so-called Panders
seek the respect and power they were denied as
fledglings by hounding their thin-blood kin out of the
territories of the Ivory Tower. While the Church of
Caine may never welcome a Freestyler to sit through
a sermon, the Primogen always have a need for
someone who doesn’t mind getting fresh blood under
their fingernails. The Anarch movement finds it easier
to use Caitiff in the frontlines than argue whether
they deserve the same respect as a Brujah or Gangrel,
especially with the influx of former Camarilla and
Ministry vampires into their ranks. Those Caitiffs
who excel may even find themselves the favored pet
of a Ventrue Prince or a Tzimsice Baron. Not quite
family, but a tool that the domain comes to rely
upon to keep others in line. While a few Ashirra have
adopted exceptional Caitiff in some emirates, this
doesn’t seem likely to catch on among their Camarilla
allies. Even in the Ashirra, the clanless more often
serve as enforcers than as officers.
Thin-bloods and their fellow clanless hurl the
insult “sellout” at Orphans who find a place for
themselves among other Kindred but the clanless
have little time for regrets and recriminations. The
place they have carved out may be at the bottom of
the tower, but they remember worse places, when
superstitious elders howled for their extermination.
Even these nights, reactionary Princes in some
domains still hunt Caitiff for sport, and everyone
happily uses them as scapegoats. The Panders are
survivors, not converts. All Caitiff know their
unlives hinge on staying useful and staying out of
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too closely either. Even Sabbat Cainites hesitate
to tangle with you, though particularly religious
Noddists might target you for special attention.
You gain two bonus dice on any attempt to
intimidate, bully, or cow other vampires who
subscribe to the myth of Caine. Anyone attempting
to commit diablerie on you cannot add their Blood
Potency to the roll and any failure to their roll results
in a bestial failure.
Mockingbird •••
Orphans are often unfairly labeled thieves and
diablerists, but some actually do have the power to
mimic the powers of other vampires after tasting
their blood.
For one night after drinking one Hunger die worth
of blood from a vampire, you can choose and employ
one Discipline power possessed by the Kindred from
whom you fed. The power cannot be of a level higher
than your highest Discipline, though you do not need
to possess the same Discipline. Roll Rouse Checks
as normal to activate this power. Any other rolls
required to use the power use the donor’s Discipline
level and your Attributes. During this time, you
mimic the donor’s clan bane with the same severity
level as the donor. Only one power can be “borrowed”
in this way per night.
Caitiff Merits
Sun-Scarred •••••
While it’s a common myth among Kindred that
Caitiff and thin-bloods can walk in the sunlight,
only a rare few have anything resembling that ability.
These few are sometimes called Daywalkers, and
those Caitiff who have this power usually keep it a
secret for fear of being hunted and cannibalized by
others. Unsurprisingly, Outcasts who can walk in
the day may find themselves sought out for their
particular acumen and the advantage it grants them
over those who must slumber by day.
The first turn you are exposed to Sunlight in a scene,
take no Health damage, take 1 Aggravated Willpower
damage, and automatically succeed on any rolls to
resist terror frenzy. For the remainder of the scene all
Aggravated Health damage you take from sunlight is
instantly converted into Superficial damage.
These Merits are only available to Caitiff characters.
Favored Blood ••••
Vampiric power unfettered by the curse of the
Ancients flows through you. Your intuitive and
legendary command of Kindred prowess likely
inspires both awe and fear in other vampires.
You can buy dots in any Discipline even if you’ve
never tasted the blood of another vampire with that
Discipline. Cannot be taken with the Muddled
Blood Flaw (see p. 127).
Mark of Caine ••
You bear a mark, either physical or spiritual, that
gives other vampires pause. Camarilla and Ashirra
vampires look on your mark with fear, while
Anarchs claim to respect you for playing with elder
superstition — but they don’t look at your mark
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Uncle Fangs •••
The local thin-bloods know you as a mentor and
guide. Whatever your true motivations, you can
often find aid among the Duskborn without having
to ask twice.
You have easy access to a local coterie of three to
five thin-bloods. They often know what’s happening
on the street before anyone else, and can sometimes
provide you with Alchemical concoctions. Treat this
group as an Ally group (Vampire: The Masquerade,
p. 192), though contrary to regular Allies, this
group is undead, if only just. Cannot be taken with
Liquidator (p. 127).
the night. These debts add up and few Caitiff
ever climb out of the pocket of those in power,
because the prestation system breaks down when
Kindred society refuses to recognize the political
existence, much less the rights, of the debtor.
You owe several minor boons, or even a few
major boons, to a high-Status vampire, possibly
originally incurred by your Sire. Tracking these debts
proves pointless, as the creditor extracts new boons
whenever they have leverage over you and only
considers any boon settled when forced to by their
peers. They have a two-dice bonus to Social combat
against you in front of other Kindred. Refusal to
honor your debt adds the Shunned (••) Flaw, and
may even result in a Blood Hunt against you.
Caitiff Flaws
Liquidator (•)
Thin-bloods call you a Pander and avoid you whenever
possible. They even refuse to speak openly with your
coterie mates or other associates. Perhaps you served
as a scourge, or just displayed particular cruelty as a
member of the Sheriff’s posse.
Take a two-dice penalty to all your Social skill dice
pools against thin-bloods, other than Intimidation.
Cannot be taken with Uncle Fangs (p. 127).
Befouling Vitae (••)
When you Embrace mortals or leave them for dead
from feeding, the Blood twists them into maniacal
corpses with an unquenchable hunger.
Any mortal you Embrace or kill by feeding
returns as a desperate wight within a few nights.
While these unfortunates are often too weak to be
much of a threat (treat as a Ghoul; see Vampire:
The Masquerade, p. 372), sometimes a trick of the
Blood sees a real monster arise (treat as a Wight; see
Vampire: The Masquerade, p. 375). Your unlife is
a steady stream of clean-up jobs, for as soon as the
local Prince or Baron gets wind of your condition
you are likely to receive a personal (and terminal)
visit from the powers that be.
Muddled Blood (•)
Your Blood cannot recall its nature and must be
reminded of its inherent power every time you want
to strengthen it.
Even if you already possess a Discipline you must
drink the Blood of someone who possesses it in
order to buy dots in it. Cannot be taken with the
Favored Blood Merit (see p. 126).
Clan Curse (••)
A Caitiff by hair’s breadth, you still suffer the curse
of your sire’s clan. While this can sometimes help you
pass for a member of that clan, most often than not it
just adds another pain to your tortured existence.
You suffer from a vampire clan bane of your
choice, likely that of your sire (if you even know
who they are). Its severity is halved (round down,
minimum of 1).
Walking Omen (••)
Many vampires rely on prescience or read omens on
a nightly basis, and you happen to act as a magnet,
skewing these supernatural compasses.
Any scrying, premonitions, or other forms of futureor fortune telling in your domain regularly points to
you as a source of disaster and misfortune. While your
close allies have learned to tune it out, other oracles
single you out, screeching, when you are not being
hunted by those who want to redirect a future that they
believe will come to pass at your hands.
Debt Peon (••)
Orphans often have to sell their proverbial souls
to Princes and Barons to find their place in
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The effects of this Flaw are ultimately up to the
Storyteller, but it should at the very least cause one
serious altercation per story.
permission to stay. But if you’re going to take that
attitude, you need friends, or at least backup.
Word-Scarred (•)
Your body or a portion of it is covered in ancient
texts of vampiric lore. Perhaps your sire inscribed
them upon you, or they appeared on their own after
the Embrace. Either way, shadowy forces conspire to
use or destroy this lore.
The major occult foe or force in the chronicle often
interferes in your life, seeking to imprison, flense,
mind-wipe, Blood Bond, or otherwise neutralize
you. (They would never lower themselves to recruit
a Caitiff, don’t be silly. You’re just a lost, disobedient
book to them.) Maybe two such forces fight over the
right to edit you! Any other character who “reads” the
full text on your skin learns a terrible secret regarding
Gehenna, Noddist prophecy, Bahari mysteries, or the
like. You and the Storyteller may decide this together,
or it may be a mystery to you!
Players new to Vampire can benefit from playing an
all thin-blood chronicle. Thin-blood characters don’t
know any more about the world, or its history, or what
vampires can do, than you do! This outsider perspective
also allows players of older editions to painlessly reset
their expectations of this new millennium of darkness.
The Thin-Blood Chronicle
An all thin-blood troupe engages with very different
elements than a predominantly full-blooded
Kindred chronicle. This chronicle style centers
stories on the nightly activities of thin-bloods, how
they exist in a world hostile to them, and where they
belong within that world.
Thin-bloods spend their nights on the outskirts of
Kindred society, with doors rarely opening toward sect
membership unless the sect has something to gain.
Even within a sect, thin-bloods find an older talon on
the scales against them. The powers that be rarely allow
thin-bloods to feed in prime locations without facing
consequences, and when they can pioneer or nurture a
desirable piece of territory more powerful vampires chase
them out of it. Some thin-bloods seclude themselves in
neighborhoods nobody wants, or even drift to smaller
towns like the Caitiff did in the last centuries.
The dynamics between thin-bloods also shift away
from more traditional organizations. Instead, they
tend to develop organically in each location, with
thin-bloods either keeping to themselves or taking
on roles needed within a city. Many thin-bloods keep
hidden away, their nights not much different from
when they were alive, while other thin-bloods reach
out, wanting to connect with similar vampires. Each
fledgling has their reason for doing so, leading to
many different interactions.
THIN-BLOODS
Many Kindred despise thin-bloods as weak, or
actively hunt them as harbingers of end times. Many
elders did both, and their heirs see little reason to
depart from this tradition. The weaker ancillae
project their fear of their own weakness onto the
Duskborn, arguing that letting the thin-blooded
circulate through the streets weakens the city. Thinbloods use up valuable resources, and their growing
numbers attract Hunter attention. Also they don’t
know their place, and disrespect their betters.
Keeping them around poses an intolerable risk to
full-blooded, real vampires.
Fuck that. You didn’t ask to be Embraced into
their shitty society, and you sure don’t need their
Why Play a Thin-Blood Chronicle?
Thin-blood characters have a very different perspective
on the world and the darkness it encapsulates. Thin-
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bloods occupy a narrative sweet spot among the
supernatural horrors around them, just powerful
enough to attract their attention and weak enough
to always be in constant danger. They punctuate this
scramble for survival with mysterious pursuits and the
spark of Thin-Blood Alchemy offering a chance to get
their own back or at least to hold their own.
A thin-blood chronicle has less of a high political
focus, because thin-bloods can’t easily navigate
the politics of city or sect. Coteries focus on their
nightly needs and short-term problems, rarely having
the resources or power to address long-term or
systemic issues that keep them down. The tone and
action shifts to back-alley, gritty, street-style stories
not tied down to rigid plots or the expectations
of Harpies or ideologists. Themes of teamwork,
uncertainty, and being outcast predominate, as
characters build their connections within their
coterie and out into their neighborhoods first before
engaging the larger world. Hunting and learning
to maximize one-dot powers against Kindred
opposition provide plenty of bloody challenges, as
does the occasional scourge or slayer.
Some players may want to experiment with
different aspects of being a vampire. They may find
other clans more restrictive than being a thin-blood.
A thin-blood chronicle allows players to impact what
it means to be a vampire, allowing them to explore
things like Thin-Blood Alchemy, undeath, what
it means to be in touch with their Beast, and even
experimenting with sunlight. Running a thin-blood
chronicle allows players to adapt to their world with
fewer restrictions while still playing vampires.
ƒ Do you feel like playing with high Kindred
politics or low street action?
ƒ How does your character approach Thin-Blood
Alchemy?
ƒ What is one goal your thin-blood character has?
This is not an exhaustive list, and you may find
other questions to ask along the way. Each player
should answer these as best as they can. Once the
Storyteller has a good idea of the characters and
how they view the world, they can determine the
direction they want to take with their chronicle.
The session where you decide which city your chronicle
takes place in, and make up characters, and establish
your table’s safety tools, and do all the other things you
do before you actually start the story going is called
session zero. (See Vampire: The Masquerade,
pp. 135–138.) Sometimes session zero takes more than
one session. That’s not a problem, you need a good
foundation before you put up a structure.
Thin-Blood Story Hooks
The Storyteller and players should consider different
story hooks for the thin-bloods in their chronicle.
Use these story hooks to help bring a thin-blood
into a chronicle, add to a character background for
future intrigue, or to drop in during a story to help
cooperatively facilitate rich play.
ƒ You spent most of your vampiric unlife alone,
secluded from other Kindred. However, you
recently learned about several thin-bloods in your
area who have wanted you to join them and work
together for resources and survival. In addition,
they are willing to teach you more about
vampires and the world you now live in.
ƒ You just made the worst discovery possible. After
moving to another city, you learn the Camarilla is
moving in to sweep the city of any vampires not
acknowledged within the sect, destroying them on
sight. You need to figure out where you are going
to hide or if you are going to try and join the sect.
If the latter, who do you turn into the scourges to
prove your loyalty?
Organizing a Thin-Blood Chronicle
A troupe can consider several approaches to a thinblood chronicle when deciding what game style they
want to play. During session zero, the Storyteller and
players need to decide what type of story they want
to explore as a thin-blood troupe. Some questions to
think about are:
ƒ What kind of supernatural horror would you like
to encounter?
ƒ Would your characters explore “curing” their
vampirism?
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ƒ You have contracted, or was born with, an
unknown disease that makes you acutely allergic
to sunlight and forces you to drink blood.
Together with others afflicted in a similar way
you are trying to find a cure, all the while hiding
from human-like monsters with supernatural
abilities and political connections hunting you
for being what you are.
ƒ You angered the wrong person, who put a curse
upon you, taking away any potency you had
with your blood. As a result, you find yourself
among the thin-bloods now, scared, abandoned,
and weak. You have no place in your former sect
once you were found out and now must figure
out how to survive or strengthen your blood
once more.
you put on the guest list and maybe even crash space.
The Basement: Named after either its subreddit
r/BasementDrinkin or its dank headquarters, the
Basement fancies itself the information clearinghouse
of the local Duskborn and claims a national distributed
network of such groups. The word “blockchain” gets
tossed around a lot. Well-meaning thin-bloods tell the
Basement what they’ve learned about vampirism or
the supernatural or the local power structure, which
supposedly gets archived. Indeed, some of this lore gets
passed on to newcomers. Almost certainly penetrated
by other factions, if only with disinformation, the
Basement offers a standing invitation to both the NSA
and the Camarilla to destroy it or turn it.
The Folk: A loose mutual-aid commune, beginning
as an all-thin-blood Plumaire coterie within the furry
community but spreading throughout other fantasylife-themed meetup spaces. Most of the Folk organize
locally, keeping to one city or area, though a few
communicate across distances for safe travel. They
host traveling “family members,” giving a haven for
the day, providing them with vital information about
the city, and even blood if needed. In addition, they
share information when traveling, helping other Folk
to know what is going on with other thin-bloods in
other cities. To be a member of the Folk, all you need
to do is to connect with them in each city, help out
when needed, and be willing to identify yourself with
a hippie name like “The Folk.”
Organization
Thin-bloods don’t have a centralized organization,
like some clans do. They have neither the shared,
ancestral resources to keep such groups safe, nor
the political capital to integrate them within larger
Kindred society. Instead, thin-blood assemble
themselves within each city, with the degree of
organization and the number of groups dependent
on local conditions. Almost all cities have at least one
thin-blood soviet or gang of self-radicalized Anarchs,
possibly even one recognized by the real Anarch
committee in town, but often isolated both politically
and geographically. A big city with a lot of thinbloods but a powerful Camarilla presence creates lots
of different small gangs and groups; a smaller city with
a power vacuum lets a larger network of Duskborn
emerge, only to factionalize itself within a few years.
Within your city, some of these emerging nascent
groups might include:
Mundies: The Mundies take their name from
Athanor Mundi, a radical alchemical manifesto
posted on Usenet by the anonymous “Philatheles
Doe” in the 1990s. Doe’s original goal was
to use Alchemy to fire all Cainites into a true
Philosopher’s Stone, gifting the world with eternal
life and freedom from disease and age. Since Doe’s
disappearance around 2002 the Mundie movement
splintered. Now Mundies generally believe that the
thin-bloods, at least, are bound to achieve a higher
state, possibly through alchemy, diablerie, or special
cocktails of blood and supplements. Mundie cliques
can be empty braggart gangs, amiable druggie co-
Alchemist Posse: The city’s leading thin-blood
alchemist attracts a community of clients, fans, and
colleagues – and usually a rival or two with their
own posses. This scene resembles a cross between
cocktail culture and hip-hop club culture, following
mixers and AJs and occasionally beefing with bloody
results. Knowing someone in the posse generally gets
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many thin-bloods saw an opportunity to form a
relationship with the sect and gain the protection of
stronger-blooded Kindred. The Anarchs, in turn,
started working more with thin-bloods purely to spite
the Camarilla.
If a thin-blood looks for the protection of an
organization, this is the one they likely secure the
most comfort in. A thin-blood gang could get
Anarch standing, or a thin-blood may accept Anarch
protection in exchange for a few favors. Thin-bloods
have better access to Anarch leadership, on the whole,
than in other sects. Anarchs often see themselves as
underdogs, and sympathize with thin-bloods for that
reason, but the practicalities of survival almost always
trump their allegiance to egalitarian ideals. Cainite
Anarchs still see the Duskborn as liabilities that drain
limited resources while contributing very little in the
way of raw power.
The Anarchs accept the Duskborn more than does
the Camarilla, but they can count fangs better than
the Ivory Tower can, too. If thin-blood numbers grow
too great, the Anarchs become wary of their potential
influence and might even declare a purge or a rumble
to drop the ratio. Longer-term minded Barons
ops in “Athanor Monday” shirts, or crafty lurkers
waiting to talk (or kidnap) another thin-blood into
experiments. Fortunately, they seldom cooperate,
each Mundie guru believing themselves to be the
natural Nietzschean ubervamp superior.
Thin-Bloods and the Sects
Opinions might differ among the thin-bloods
regarding the different sects, but there is a consensus
among most of them. A singular thin-blood may
find themselves in a good position with one or more
of the sects, but not every Duskborn enjoys that
comfort. A lucky thin-blood who finds a teacher
will pass along this information, knowing they could
have a very different experience.
Anarchs
“We have more of a chance with the Anarchs than any
other sect, to be honest. Most of them don’t ask many
questions as long as we don’t cause a fuss. Though I
think they might tolerate us simply out of spite.”
When the Anarchs pushed back against the Camarilla
and took most of the Brujah and Gangrel with them,
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aggressively recruit thin-bloods into particularly
dangerous coterie types such as a Day Watch.
and a thin-blood coterie may find itself torn apart as
its members vie against each other for a chance to join
the Camarilla as a full member.
Camarilla
Blood Destiny
“If I had to choose between any of the sects, the
Camarilla would be the last one on my list. These
elitist bastards make it their personal mission to make
our existence so miserable we end our own unlives.”
Spending nights walking a thin line between mortal
and immortal proves challenging for many thinbloods. The choice between walking back to the sun
and losing their immortality or trying to strengthen
their blood and stain their soul hovers ever-present
in their minds. However, much like immortality,
achieving either of these options does not prove easy,
and may take decades.
Developing a Project (p. 214) with the Storyteller
is an excellent way to start. It allows players to think
through and design how their character would turn
back to mortal or strengthen their blood, but it is not
the only way. You could build your entire chronicle
around trying to achieve either, or both, of these goals.
Any thin-blood who travels to (or awakens in) a
Camarilla-controlled city needs to keep on their toes
to avoid being caught or introduce themselves to
the city’s Prince and ask for permission to stay. This
poses a considerable risk unless the thin-blood has a
highly-specialized skill set, or the city an unusually
open-minded Prince. Only vampires with little
to lose dare to openly flout social convention and
tastelessly consort with thin-blood scum. Some
Malkavians and Nosferatu particularly delight in
taking thin-bloods under their wings to flout social
norms, but too many such protégés draws the
Harpies’ disdain and social death.
Most Mercurians opt to keep their heads down
and stick to the outskirts of the city, or to whatever
unpromising domain they have homesteaded. Thus
the Scourge often becomes a thin-blood coterie’s
main point of contact with the powers that be in a
Camarilla city. These enforcers of the Prince’s will
oscillate between threatening and guiding thin-blood
coteries to stay within the lines of the city’s traditions.
At best the coterie has to deal with a reluctant bully
who only makes an example out of them when
demanded by the Prince or the Primogen. At worst,
the Scourge is a violent butcher looking for any excuse
to tear the coterie, and its members, apart.
The most insidious threat that faces a thin-blood
coterie when operating out of a Camarilla domain
is the allure of the Ivory Tower itself. The Camarilla
understands how difficult unlife can be without a
support system and they can offer a great deal to a
promising vampire who can brew elixirs or walk in
the sun or otherwise prove useful. The promise of an
easy unlife and being adopted into a real clan can be
hard to resist for those thin-bloods that have given up
on curing their condition. Such opportunities are rare
Finding The Sun
Players who want to explore trying to change their
blood back and finding their mortality again have
a chronicle-long goal ahead of them, and one well
worth investigating. Whether they pursue Golconda,
team up with a mortal mystic or clergyman, or
dive into ancient sorcerous lore or new alchemical
transformations they meet plenty of weird and
dangerous opposition while perhaps increasingly
doubting the value of becoming fragile and
vulnerable again.
Strengthening the Blood
When it comes to strengthening their blood, the
Kindred know and fear the act of diablerie, drinking
from one’s elders. Getting opportunity for access to
a full-blood vein, much less permission, can prove
challenge enough for a chronicle. Many thin-blood
coteries form just to get revenge on the vampire who
made them by drinking him dry. But success carries
its own stigma: neither the Camarilla nor the Anarchs
approve of such actions even among other full-bloods.
Kindred know of no other method, but very few
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Ch4_ThinBloodStoryHooks
Thin-Blood Archetypes
Kindred know Thin-Blood Alchemy. Constant
experimentation, research, and inspiration has
already led to impossible elixirs and dangerous
formulae: can the True Red Elixir be far away?
Players and Storytellers should work together to
develop any ideas and plots the characters may want
to explore. Not every experiment works, but there is
always a chance it could succeed. These temporary
boosts could be enough to help a thin-blood pass
for full-blood Kindred within a sect, or to let them
surpass the sects entirely.
Thin-blooded characters are more than just the
product of their Embrace. They have interests in
exploring their condition, understanding their place
in the supernatural world, and pushing their abilities
to the limits. Beyond the original Archetypes
(Vampire: The Masquerade, p. 110), here are some
new Archetypes to explore in a thin-blood chronicle.
Blood Chemist
In their previous life, the Blood Chemist concocted
designer drugs, seeking different types of chemical
romance or psychedelic highs. With their newfound
Embrace, they shifted interest from drugs to
different Thin-Blood Alchemy formulae. They keep
one foot in the fancy drug scene to make money
— and to score potentially game-changing new
ingredients for potentially world-changing formulae.
Not every character is going to want to walk these two
lines. The appeal of sex, drugs, rock and roll, and eternal
unlife can also drive a character to experiment upon
themselves for different reasons. Either way, visible
experimentation invites trouble of all kinds, and not just
for the character but for every thin-blood within reach.
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Caretaker
their resources to help those in their care, protecting
and nurturing whatever way they can. Some Caretakers
commit an awful lot of what looks like mayhem in the
name of charity and community.
The Caretaker takes it upon themselves to help others
in dire situations, both the newly Embraced and the
generally outcast. They help provide shelter, blood, and
knowledge around their very survival. Community and
family are important to them, and they try to build up
Paranormalist
If vampires exist, then what else is out there?
The Paranormalist eagerly investigates this world
of darkness they have awakened into, gathering
information and making contacts with any and
all supernatural contactees or, better yet, with
supernatural beings. They don’t know (or care)
about ancient rivalries; what matters is filling in their
knowledge and stunting on their rival cryptid-hunters
and conspiracy theorists on 4chan. The Paranormalist
leaves a trail behind them, but normies (and older
Kindred) find it too baffling (and ridiculous) to
follow. Until the Paranormalist stumbles onto a real
secret, of course …
Street Rat
The Street Rat may not realize what they are, instead
attributing it to some lousy drug trip, medical
ailment left untreated, or even a bad dream. They
scavenge around, looking for trinkets, valuable
items, or discarded valuables that could earn them
some cash. The Rat gets good at pick-pocketing,
begging, and becoming invisible when needed, or
the Rat gets eaten.
Sun Seeker
This thin-blood doesn’t seek to change their
vampiric state. Instead, they want to develop a way
to experience the sun without losing their vampiric
powers. The Sun Seeker may try to convince the
Bahari cult (Vampire: The Masquerade, p. 382)
to accept them as fellow seekers, but the Lilin don’t
accept thin-bloods easily. The solution: find some
artifact, tome, method, or ritual that the Bahari need
for their own purposes and come to an arrangement
that may benefit all Duskborn.
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Sloppy Drinker
Your bite is careless, or your fangs are ill suited
to puncture skin cleanly. When feeding, make a
Dexterity + Medicine test against a Difficulty equal
to Hunger slaked to cover your feed marks before
too much blood is spilled. On a failure, the wound
is too ragged to close: the mortal may bleed out with
Masquerade-threatening neck wounds.
New Thin-Blood Merits and
Flaws
These Merits and Flaws are available only to thinblood characters. They have no dot value; each
Flaw balances a Merit and vice versa. They do not
count against the maximum dots in Advantages
and Flaws allowed during character creation or
purchased through experience. You can find further
Thin-Blood Merits and Flaws in Vampire: The
Masquerade (p. 183).
Thin-Blood Flaws
Sun-Faded
You cannot use Discipline powers – including ThinBlood Alchemy – in sunlight, and active powers
cease when you enter sunlight. You can use them
indoors by day, with a two-dice penalty, as long as
you avoid any hint of sunlight.
Heliophobia
An overly cautious Sire hammered the reminder
to avoid sunlight into you a little too hard, or you
saw someone catch fire in a sunrise early after your
Embrace. Either way, you fear sunlight as though
you were a full vampire. You are susceptible to terror
frenzy from sunlight.
Supernatural Tell
Whether it’s your smell, your aura, or something
even subtler, other supernatural entities can sense
your presence. They may be curious, hungry, or
irritated, but they definitely clock you. Lose two dice
from Stealth pools and similar against supernatural
opponents including other vampires.
Night Terrors
You sleep as usual, with no memory of any of the
dreams you may have had during the day. However,
at night those dreams come flooding in at the most
inopportune times. During times of stress, or when
your Beast is strongest, nightmares pull through
and feel excruciatingly real. They may be disjointed
hallucinations, or they may be a way for the Storyteller to
feed theme or foreshadow events. Once per session, your
night terrors onset and you take a one-die penalty to all
actions for the rest of the scene.
Twilight Presence
You make others uncomfortable around you. Most
mortals don’t want to be around you at all, and
other Kindred dislike you even more than they do
regular thin-bloods. Only thin-bloods can adjust to
your weird demeanor. Lose a die from Social pools
involving anyone except thin-bloods.
Unending Hunger
Your Beast always hungers for more, never finding
sustenance with smaller sips. When feeding in a
scene you sate one less Hunger than other thinbloods. This applies only once per scene.
Plague Bearer
You are still susceptible to mortal sickness: colds, flu,
and other more severe infections. Every time you feed
you must roll a die for each Hunger slaked, and if any
come up a “1,” you’ve caught something nasty. (Effect
is up to the Storyteller, but could range from die
penalties to slow Health degradation.) Mortal medicine
doesn’t cure you; only drinking a functioning immune
system by slaking your Hunger to 0 does so. And of
course, you run the risk of infecting anyone you feed
on, using the same die roll as above.
Thin-Blood Merits
Abhorrent Blood
Something in your Blood makes other vampires unable
to stomach it. Whether it is the perverse mix of life and
undeath or your history of questionable Thin-Blood
Alchemy, other vampires gag and vomit when they
try to drink from you. Other vampires abort any bite
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attempts after the initial damage and anyone who tries
to keep drinking from you must spend two points
of Willpower each turn that they do so. Mortals and
Thin-Blood Alchemy are not affected by this anomaly.
interfacing with the full breadth of mortal society, and
the like — with some supernatural benefits granted to
them by the Blood of their Kindred domitor.
The word “domitor,” a perversion of the Latin
dominus meaning “lord” or “master,” describes the
vampire to whom a mortal is bound. Vampires who
consider themselves cultured or more refined may
prefer more affected terms for the relationship, but,
semantics aside, it doesn’t change the fundamental
truth. One is subservient to the other, with vitae
being the tie that binds them to one another.
Most mortals go through life without realizing
that danger and power coexist in the shadows,
blissfully unaware of what lurks beneath the veneer
of normality they experience daily. But at night the
lines between what is perceived to be reality and the
world that lies beneath blur.
Maybe you stumbled upon a vampire feeding on a
panhandler in an alleyway, or you were mesmerized
by a creature of impossible beauty and magnetism in
the club. Whatever was the inciting event that opened
your eyes, one thing was certain: You caught just a hint,
a glance of something darker, something primal, and
you’ve not been able to get it out of your head since.
Faith-Proof
Whether you consider yourself an atheist or
devoutly religious, you remain too close to mortality
for True Faith to affect you.
Low Appetite
When at Hunger 0 or 1, and when rising at sunset,
roll two dice on your Rouse Check and take the
highest of the two.
Lucid Dreamer
Most vampires don’t dream because they don’t sleep.
You dream; you can recall and even sometimes control
your dreams. Once per session, if you’re asleep by day
you can ask the Storyteller to provide a clue from the
previous night’s memories or a hint about the story
suitable for dream revelation.
Mortality’s Mien
Your mortal nature still outshines your Beast. Your
aura does not appear vampiric or supernatural;
instead it looks mortal to anyone able to detect
supernatural creatures. You can also add two dice to
any attempt to make yourself appear mortal in other
regards, such as makeup.
In the Half-Light
Just as vampires have an interest in mortals to
meet their vital needs, there exist mortals aware of
Kindred society who have just as keen an interest in
their undead overlords. This can range from casual
curiosity from someone with a passing familiarity
with the occult to an all-out obsession that threatens
their livelihood and personal relationships.
It’s one thing to experience the stories of vampires
fictionalized in the written word or on the silver
screen, but it’s a whole other thing when you realize
that they actually exist, and that maybe, just maybe,
they turn others among the still-living to their
monstrous ends.
The degree to which these mortals pursue their
interest in Kindred society varies, but it usually
results in either becoming part of the vampire’s
sphere of influence or becoming one of their
faithful attendants. In doing so, these mortals
Swift Feeder
Maybe you were a phlebotomist in life, or just didn’t
like mess. You sip delicately and quickly, neatly slaking
one Hunger in one turn, including licking the wound
closed. This Merit can only be used once per scene.
In the World of Darkness, the focus of the story
often lingers on Kindred, with mortals holding a
nominal and transactional focus to the intrigues of
those bearing the Curse of Caine and haunted by
the Beast. Ghouls, however, allow a distinct niche
for storytelling and engagement that makes them
compelling as player characters in their own right.
Occupying the strange space between mortal and
Kindred, ghouls offer all of the benefits of being a
mortal — ability to function and act during the day,
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open themselves up to a whole new world, where
danger lurks around every corner if they are not
cautious. Rival Kindred, coteries, and sects clash
for supremacy in domains. All of these play a role
in their new existence, leading to decisions once
unthinkable. Choice becomes less about right or
wrong, but what it takes to survive and navigate
the world now thrust upon you, safety being but a
distant memory.
at the wrong time. Or they find themselves at
death’s door, faced with the possibility of death or
being inextricably linked to a vampire. Regardless
of the circumstances that brought ghoul and
domitor together, this relationship plays an
important role in the ghoul’s life.
Ghouls also must come to grips with their new
reality. They’re beholden to creatures who prey
on mortals; perhaps on their friends, their peers,
their community, even their loved ones. Ghouls
commonly act as a sort of gateway to these groups,
which their domitor can use as a herd to sustain
their existence. Kindred need mortal blood to
survive, and ghouls need Kindred blood — a
continuous cycle of reliance.
The shroud has been pulled back, and reality is
changed.
Ghouls, too, are forever changed.
GHOULS
Fatal Addiction
All relationships involving Kindred are undoubtedly
parasitic, and the relationship between mortals and
Kindred is no different. Mortals use other mortals,
Kindred use mortals. It’s cyclical and perhaps more
symbiotic than parasitic, but those are just semantics
that ghouls use to justify their reliance on their
Kindred masters. They can lie to themselves about
having things like “ethics” and “morals,” but when it
comes down to it, they’re willing to cast those aside
for a number of things, such as another hit of vitae,
the continued support a vampiric patron offers, and
the ability to forego aging without the baggage of
the Curse.
Being a ghoul causes complications, certainly.
Ghouls are more than an average mortal, arguably
comparable in might to some thin-bloods, but far
less than Kindred in the eyes of most vampires.
Some vampires associated with the Anarchs may
have a more progressive view of ghouls, but the more
palatable rhetoric doesn’t change the fact that ghouls
and Kindred aren’t equals.
Are there individuals who deliberately court
danger by moving in the same circles as Kindred,
if they’ve somehow learned about them? Of
course, though they likely don’t remain an
“innocent” bystander to the world of the Damned
for long. On the other side of the spectrum
are those who through either happenstance or
misfortune find themselves in the wrong place
The Role of Ghouls
The place of a ghoul in Kindred society is best
described as liminal. They exist on the outermost
fringes of the vampires’ world of secrets, never
truly recognized for what they bring to it, but
playing a vital role in its upkeep nonetheless.
Without ghouls to act as their eyes and ears
during the daylight hours or as their connection
to the modern world, the society of the Damned
would begin to break down. While ghouls
occupy lower rungs of vampire society than
their domitors, and are often even considered
disposable, they are also necessary.
Needless to say, the vast majority of ghouls labor
under an all-consuming vitae addiction, if they’re
not outright Blood Bonded.
How a ghoul copes with their existence is entirely
up to the player. Just how much has the character
bought into this society they now find themselves a
part of, whether willingly or forcibly? Some ghouls
learn to accept their place as less-than, and even those
not under the Bond may develop a twisted love for
their Kindred masters, owing to their dependency
on vitae and the imbalanced power dynamic. Some
learn to repress the deeds they have done in the name
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of gaining some diminished praise or approval in a
sort of blissful ignorance. Others find a way to make
the most of it, perhaps through careful cultivation of
relationships within the society, and transform their
place into that of a coveted ally.
The Storyteller should make efforts to ensure that
this optional character type can thrive under the
chronicle’s Tenets if they choose to permit player
ghouls. These characters are more than just mere
servants. They are wholly realized individuals pulled
into a world previously hidden from them, a world
where ghouls are equally as complicit (and culpable) in
perpetuating monstrous acts alongside their domitors.
Like young generations of vampires, ghouls
have familial and other relationship ties that have
narrative gravity. Ties that can be used to manipulate
or blackmail ghouls can make for a darker turn.
Playing a ghoul lends itself to emotionally intense
roleplaying, especially when balancing the demands
of a domitor and the ghoul’s own needs, desires,
and responsibilities. Ghoul characters always have
difficult choices to make, decisions that have longlasting ramifications: Do you obey your domitor or
do you follow your conscience? How many times
can you tell a domitor “no” before they deem you
too tiresome to deal with?
These are the situations a ghoul inevitably
finds themselves grappling with. The place of the
ghoul is a perilous one, walking a fine line between
maintaining their own Humanity and serving as
thrall to creatures of the night.
volunteers, and you all got assigned tasks as well.
“For metrics,” they said. Weird, but the pay was
too good to pass up, not to mention the buzz. The
third time they handed the four of you who were
left a list of names and instructions. You wonder
how many will show up next time.
Cleaning Specialist
Kindred needs are a bloody business, and sometimes
the pangs of their monstrous hunger makes a more
thorough clean-up necessary. It’s not always as easy
as dumping a body wrapped in plastic into some
dumpster in a back alley. It can be as involved as
erasing a person wholesale from the system, and in
the most extreme cases, snipping the loose threads
so that evidence cannot be traced back to any one
person. At any rate, it’s a demanding profession.
One that requires a strong stomach, but if push
comes to shove at least you have the skills to cover up
deaths — or fake them, if need be.
Mnemonic Courier
When something needs to be delivered discreetly
and prying eyes kept looking elsewhere,
your masters call on you. A life-long courier,
graduating from drugs to weapons to near-extinct
exotics, you now ply your trade transporting the
most volatile merchandise of all: information.
Their secrets are safe with you. After all, you
never learn them. All you ever remember is the
masters’ eyes and a queasy sense of falling. At your
destination, a word sets your cargo free, owing
from your lips while you sink into the river of
unmemory. Whether traveling across town or the
world, your masters can rely on your capability,
your discretion, and above all, your ability to
remember and then forget.
Ghoul Archetypes
Unwitting Subject
They told you it was a medical trial, but the place
sure wasn’t a hospital and they sure didn’t look
like doctors. Usual suspects showed up, though,
and the money was real. Had you sign stuff, but
looking at the guy by the door, lawyers weren’t
the main thing that scared you. Still, the stuff was
potent. Had you up all night, like some highgrade research chemical straight off the Dark Web.
Probably was, too. The second time had fewer
Maverick
Where others are content to go with the flow and
follow every order given to them, you buck every
expectation and social trend. It’s not that you’re
a contrarian, but rather that you possess a strong
sense of self that’s difficult to circumvent, and
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Creating a Ghoul Character
mundane attempts to manipulate you tend to
fail. There is a give and take in your relationship:
While your domitor didn’t quite know what they
were getting with you, your ardent self-advocacy
and frankness has been the talk of the domain ever
since. While it is important to you to stay in your
domitor’s good graces, you also have a life outside
of them — wholly separate, and you would prefer
it to stay that way.
Character Concept
Like their vampiric counterparts, character concepts
for ghouls are limited only by your imagination.
Ghouls can come from all walks of life, from medical
professionals to social media influencers to runaways
living on the fringes of society.
Ghouls also can be chosen for any reason that
suits their domitor. Ventrue may create ghouls
USING VITAE TO HEAL THE LIVING
While ghouls heal twice as fast as ordinary mortals,
a vampire can provide additional Blood to speed up
the process. For each Rouse Check’s worth of Blood
provided, a living creature (including ghouls) heals
one level of Aggravated damage.
This takes one turn for each
Rouse Check and level healed. In
order for the Blood to provide
this effect it must be consumed
fresh from the vein, and the
first time a mortal receives
Blood in this way they also
become ghouls, of course.
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from those closely aligned with their financial or
political goals, but no one too far up the corporate
ladder because when the time comes to dispose of
them, the Blue Blood probably doesn’t want them
to be missed.
Some young Kindred detest the practice of
creating ghouls but even they understand its utility.
These are more likely to work with their ghoul in
something approaching an equitable fashion. A few,
in their naiveté, find themselves assisting so-called
“independent ghouls” (p. 143), which rarely ends
well for an altruistic neonate.
A core character concept for your ghoul should
include a basic identity (example: an unassuming
librarian or a workers’ rights activist), general
disposition toward the world (and their domitor),
and an ambition that drives them to do what they
do. Then spend some time considering the following
questions to help further flesh your ghoul out:
ƒ Are you even aware of what you are?
ƒ Did you drink “from the tap,” or did you become
a ghoul more innocuously?
ƒ What are your feelings toward your new
“normal?”
ƒ Did you become a ghoul willingly or was the
choice made for you?
Keep in mind that though a ghoul depends
upon their domitor (unless circumstances liberate
them...), they still have their own drives, goals,
thoughts, and motivations. Playing a ghoul whose
domitor is a player’s character or Storyteller
character requires ongoing consideration regarding
consent (see p. 216).
Ghouls do not have a Beast in the same sense
that vampires do, but they still have Humanity
scores, and actions they take, whether it be
in service to their domitor or otherwise, can
negatively affect their Humanity. The downward
spiral for mortals and ghouls is not constrained
by being lost to the Beast. And while the Beast
is not a personified, inchoate monster for a
ghoul, ghouls nonetheless have described the
drive for vitae as everything from a dependency
to an addiction to a relentless, consuming need
that informs everything they do, even if it isn’t
figuratively whispering in their ear. Choose your
Ambition and Desire as normal.
Set Your Attributes
Before deciding which dots go where, consider your
character concept and what the character is best at,
what they are moderate at, and what is their weakest
aspect. See the list of Attributes on p. 62.
ƒ Take your best Attribute at 4
ƒ Take your worst Attribute at 1
ƒ Take three Attributes at 3
ƒ Take the rest of your Attributes at 2
ƒ Now derive two more Traits from your
Attributes as follows:
ƒ Add three to your Stamina to derive your Health.
ƒ Add your Resolve to your Composure to derive
your Willpower.
Choose Your Skills
Skills speak to a character’s everyday life, what
they know, how they perform certain actions, or
even how they react to situations as they arise. A
ghoul may have skills that their domitor lacks, such
as Streetwise or Technology, or ones they have
gained through education, a professional career, or
through significant life events. It is wise to consider
Skills as part of the reason your domitor chose you,
Skills relevant to your current profession, or that
display some manner of personal interest. You are
(probably) not a mindless drone; you are someone’s
hand-picked attaché.
As well, consider for a moment what Skills
represent in the character’s life story. Did they learn
about Politics during a summer when they were
part of a grassroots canvassing campaign? Are they
part of an emergency response team, increasing
their knowledge of Medicine along the way? Being
a top-notch brawler or expert marksman may help
in combat situations, but without a rationale to
accompany having those skills, it doesn’t offer quite
the same vitality to your character. Consider hobbies
and after-hours activities they may participate in that
manifest as low-level Skills.
You can choose your Skills on your own: Use
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the Sample Professions Package (Vampire: The
Masquerade, p. 145), or use the Quick Skills
Assignment method (p. 64). That is:
ƒ Jack of all Trades: One Skill at 3; eight Skills at
2; ten Skills at 1
ƒ Balanced: Three Skills at 3; five Skills at 2; seven
Skills at 1
ƒ Specialist: One Skill at 4; three Skills at 3; three
Skills at 2; three Skills at 1
Add free specialties to Academics, Craft,
Performance, and Science Skills. Take one more free
specialty. Specialties can be applied only to skills
with at least one level.
from the esteem of their domitor. In fact, certain
ghouls may be notorious or even infamous among
the Damned.
Players who wish to use Kindred-exclusive Loresheets
for ghoul characters likely gained their knowledge
thanks to their domitor’s connections. If their domitor
is a player character without that Loresheet Advantage,
explain the ghoul’s access somehow: previous domitor?
A source in another domain? Work with your
Storyteller to ensure that both your character and the
story get served by taking this Background.
Unless otherwise specified, Merits and Flaws
acquired as mortals continue to apply to ghouls.
Disciplines and Predator Type
New Ghoul Merits
Upon becoming a ghoul, the character gains a level-1
Discipline power in a Discipline possessed by their
domitor. Ghouls can purchase additional level-1
powers at the cost of 10 experience points each, but
they must all belong to Disciplines possessed by their
domitor. (The powers themselves do not need to be
possessed by the domitor, however.)
Ghouls can never purchase actual dots in
Disciplines, but always count as having a single
dot for the purpose of using Discipline powers.
(In rare cases this rating can increase temporarily,
but only from using external augmentation such as
Draughts.)
Ghouls are not vampires and do not have a
Predator Type.
These Merits only apply to ghoul characters.
Blood Empathy ••
You share a closer bond to your domitor than
most ghouls, able to sense their emotional and
psychological state, even when not physically in
their presence. An astute ghoul can “feel” if their
current domitor is in peril or requires their presence
immediately, but it does not allow for direct telepathic
communication. You feel Blood Empathy at a
distance of one mile or less from your domitor, and
the domitor to whom you feel Blood Empathy is the
one whose blood you have most recently consumed.
Note that this does not require a Blood Bond, though
the effect feels stronger if one is present.
Unseemly Aura ••
The Blood did something strange to you. Whereas
your aura was once vibrant and full of the flush
of mortal-adjacent life, it has become muted and
indistinguishable from that of a Kindred. While it
may lead others to overestimate you, it could also
lead to some awkward situations later down the line.
Advantages
Ghouls take 7 points of Advantages and 2 points of
Flaws. They may not spend any points on Kindredexclusive Advantages or Flaws, though they can
generally use the same Merits and Flaws as mortals.
Like mortals, ghouls may not spend points in the
following Advantages: Domain, Feeding, Herd, or
Thin-Blooded. As with mortals, Haven isn’t the
same concept for a ghoul as for a vampire, but the
Background remains available to them, with some
amount of interpretation. Ghouls are not restricted
from taking the Status Background, though this
Status almost certainly derives at least partially
New Ghoul Flaws
These Flaws apply only to ghoul characters.
Baneful Blood (• to ••)
Due to some mysterious property of the Blood, you
experience the bane of your first domitor’s clan to a
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Convictions & Touchstones
Convictions and Touchstones are treated the
same for ghouls as for mortals, and ghouls should
choose one to three of each. See p. 149 for more
information.
Ghouls start play with Humanity at 7.
Health
Ghouls are stronger and more resilient than their
mortal counterparts, and depending on their
domitor’s clan and Disciplines, they can call upon
feats of strength, hardiness, and speed that exceed
mortal limitations.
In general, treat ghouls the same way as mortals
in terms of healing and recovery (Vampire: The
Masquerade, p. 127), with a few notable exceptions.
Ghouls heal all damage done to them at double
the rate of mortals with one exception: fire. Bodies,
even those augmented by vitae, still require a certain
amount of downtime to heal burns.
It bears repeating that ghouls can use powers
above the first level due to other circumstances,
such as Draught of Elegance, through Thin-Blood
Alchemy, or other means, but in doing so they take 1
point of Aggravated damage as opposed to making a
Rouse Check.
degree. Your first domitor, the Kindred whose blood
you tasted in order to become a ghoul, must be of
Clan Lasombra, Malkavian, Ministry, Nosferatu,
Ravnos, Salubri, or Toreador. Even if your domitor
changes, the bane you experience does not.
You experience the domitor’s bane at one level for
each dot in this Flaw.
Crone’s Curse (••)
When you partook of your domitor’s vitae, you aged
rapidly. You appear at least a decade older than you are.
In addition, your health has suffered, and you have one
fewer box on your Health tracker than you otherwise
would. The Embrace negates this Flaw, unless the
Storyteller rules otherwise (because the problem was
you all along, not your domitor’s Blood).
Special Situations
Distressing Fangs (•)
The Blood, in addition to giving you increased healing,
physical prowess, and use of some minor Disciplines,
also gave you sharpened teeth. But they’re strange,
stunted, and unsettling to those who can discern
them, causing mortals to think you’re part of some
questionable subculture (ahem).
You lose one die on Social pools involving mortals
because your fangs make them uneasy.
The bond between ghoul and domitor runs deep,
with ghouls experiencing a degree of emotional and
psychological dependence in addition to their need
for vitae. It is this type of relationship that makes
the very notion of changing domitors an unwelcome
event among ghouls.
Sometimes a ghoul needs to change their domitor,
such as when the domitor goes into torpor. At
that time, a domitor might “dismiss” their ghoul
Life is unpredictable, and it’s no different for a
ghoul. Ghouls may find themselves in situations that
change the trajectory of their development and how
they interact with other characters.
Changing Domitors
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Independent Ghouls
from service — which doesn’t change the ghoul’s
dependency on the Blood. Indeed, this may result in
the domitor having an increasingly desperate thrall
standing vigil over them in their unnatural sleep. Most
ghouls would rather not face the rapid onset of age and
so they may find themselves placed into the service of
a domitor’s confidante or even at the general disposal
of their domitor’s coterie or clan. It’s still an emotional
event, but it at least allows for an easier transition on
part of the ghoul, and small comforts are still comforts,
as most ghouls are not so fortunate when faced with
the predicament of changing domitors.
History has seen ghouls who have been bartered,
traded, and lost in gambling wagers. Others have
been stolen, seduced, or even taken as spoils of
war between the sects. Where once you were the
loyal ghoul of a prestigious domitor, you may find
yourself handed over to a social pariah. Worse still
is the ghoul who has had to experience the death
of a domitor and must choose between following
their master into death or continuing in the service
of someone else. Keep these thoughts in mind and
explore also what this change means and represents
to the character — the Blood Bond is powerful and
evokes emotions that weigh on such decisions.
Many ghouls, whether willing or coerced, manage
to adapt to whatever relationship exists with their
domitor. In most cases, in return for assistance with
functions that the Kindred cannot attend to (or
be bothered with), ghouls gain some amount of
protection, attention, and the blood that sustains
their existence. Such a lifestyle isn’t for everyone, and
some ghouls acknowledge no domitor, avoid blood
bonds, and effectively do favors in return for vitae. Or
they just straight-up steal it.
Kindred society considers these so-called
Independent Ghouls loose cannons at best, and
more than one unwitting neonate or foolish ancilla
has learned a hard lesson by dealing with them.
Many Camarilla Kindred consider Independent
Ghouls to be unacceptable threats to carefully
constructed social hierarchies. Many Anarchs,
however, see these mercenary individuals as
worthy of respect — they managed to hoodwink
a lick and turn the power dynamic around. The
Oswobodziciele movement in Anarch society
actively liberates ghouls wherever possible. But even
an appreciative Anarch doesn’t necessarily trust an
independent ghoul, though.
It’s not an easy existence and the wise independent
ghoul cultivates a network of Contacts, Allies, and
Influences, not to mention a great deal of Wits and
Resolve to stay one step ahead. Independent ghouls
must seek out vitae to maintain their state, and
the savvy ones know to imbibe inert blood rather
than directly from a domitor, lest they risk a Blood
Bond to a different “patron.” If they become too
desperate, they’ll find themselves thrall to the very
bond they attempted to circumvent.
Of course, this sort of attitude makes these already
mistrusted ghouls an even bigger threat: Predators do
not like being targeted by what they see as their prey, or
those who should be servile instead of independent.
Consider what motivates a mortal to interact
with vampires. The relationship between mortals
and Kindred may be antagonistic, but not
exclusively so, though rarely is it equitable. A
mortal has inarguable advantages — anything from
meeting a genuine friend, tasting a freshly brewed
What Happens If a Ghoul is Embraced?
So, you decided to get Embraced. Well, actually, the
choice may have been made for you by a desperate
domitor. Whichever way that cookie crumbled,
a few new details now apply to your erstwhile
ghoul’s situation.
Ghoul-specific Advantages (both Merits and
Flaws) are lost, with the points refunded to buy new
Advantages for the character agreed upon by the
Storyteller. At the Storyteller’s discretion, a former
ghoul can maintain ghoul-specific Advantages.
The fledgling gains Generation dependent on the
Generation of your sire. Blood Potency starts at the
lowest value of that Generation’s bracket. See the
Generation and Blood Potency table on p. 214 of
Vampire: The Masquerade.
Humanity score remains the same as the ghoul’s at
the time of the Embrace.
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MORTALS AND GHOUL CHARACTERS IN VARIANT CHRONICLES
While Vampire: The Masquerade is a game about vampires, much can be gained from stories in which the
players aren’t themselves vampires, at least to begin with. It’s possible to experience the horrors of undeath
from outside, as servants, agents, or potential victims. What follows are examples of the ways mortals or
somewhat-mortals can be used to great effect in a chronicle.
The All-Mortal Chronicle
Have every player create a mortal character, with the aim to have them Embraced at some point (turning the
chronicle into a one about vampires) or set them against the undead. Or both. For many new players, diving
head-first into the World of Darkness and the Storyteller System is challenging enough without also having
to learn the ins and outs of being a conspiratorial nocturnal leech. Likewise, experienced players often relish a
change of perspective, allowing them to see the World of Darkness in a new proverbial light.
Ghouls, Ghouls, Ghouls
The misadventures of a retinue of ghouls lends itself extremely well to chronicle play. Unlike many vampires,
ghouls are either expected to serve, or (if independent) have a clear objective with which to occupy their dayto-day activities. Whether as specialists set to unsavory purposes by an undead master dangling the carrot of
eternity ahead of them, or as a motley group of servitude survivors struggling with a fatal addiction, their days
and nights will never be dull.
Mixed Mortalities
Power dynamics is the name of the game when mortals (including ghouls) and vampires share a table. Make sure
players understand the lopsided strength disparities and swinging spotlight distribution that can result from this.
During the night, the vampires reign supreme, with mortals likely at their beck and call, while daylight sees the
vampires’ players idle for long periods of time while their unlives hinge on the actions of the mortals. You can
use troupe-style play (p. 198) to keep everyone active, even if all their characters aren’t. Clear this setup with all
the players, and abide by considerate play (p. 216).
cup of coffee, or watching the sun set and rise with
their own eyes. For a player or Storyteller, placing
a focus on mortal characters can emphasize the
personal horror of Vampire.
and vampires can at best avail themselves of only
certain elements of it. Maintaining the Masquerade
becomes more difficult as society’s governments
and corporations increase surveillance of the general
populace. Any Kindred hoping to evade the lex
talionis and escape to Melbourne by sleeping in a
coffin aboard an airplane is in for a rather unfortunate
awakening when airport security notices a mismatch
between the cargo scan and the plane’s manifest.
The growth of online social media platforms
allows mortals to connect like never before,
with no shortage of anonymous communities
where mortals turn an eye to monitoring undead
activity in local areas. In the last two years alone,
numerous Kindred have been confirmed destroyed
MORTALS
Why Play a Mortal?
Mortals have access to the resources of a society built
by themselves and for their own use. The modern
world isn’t designed for vampires, it’s designed for
mortals (particularly those of considerable wealth),
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threat equally predatory and seductive.
Some Kindred even forget that the Damned rely
on mortals for progeny, and care little for extending
grace or civility to the living much as mortals
often view farm animals raised for slaughter. Farm
animals, however, pose little threat to mortals,
though the same cannot be said for the relationship
between mortals and vampires. Kindred discovered
during the first Inquisition the dangers that mortals
could pose to vampires, a lesson learned so well
that it resulted in the Tradition of the Masquerade.
A lesson reinforced by the success of the Second
Inquisition tonight.... Like a lion that finds itself
impaled on a buffalo’s horn, the predator rarely
expects the prey to fight back.
Meanwhile, a more insidious compulsion
sometimes draws many mortals toward the Kindred.
Pop culture is replete with seductive images of
vampires, emphasizing the sensuality of their
bloodlust, the sleekness of their bodies, and the
temptation to relinquish one’s fears and anxieties
to their one-sided intimacies. Former victims of
a vampire’s hunger may understand that this is a
mere honey trap, though they do so with knowledge
of just how seductive a vampire’s illusion of
immortality can be.
When a vampire draws a mortal into a
relationship with them, it is often one-sided. A
vampire desires things the mortal can provide,
from blood to having agents who can operate
in daylight hours, to greater complexities like
access to political or societal structures that
don’t function with vampire concerns in mind.
Kindred often use this as a means to gain power
over others, and even occasionally return this
loyalty, whether honestly or duplicitously. Such
benevolence could be a gift of wealth, providing
luxurious lodgings, or even a risky glimpse into
the reality of the Kindred’s truth.
For many mortals, flirtation with the Damned is
a heady thrill, an excitement intrinsic in being close
to danger. The exhilaration of being able to interact
with the world where these deathless beings struggle
is a high not many mortals will ever know is possible,
much less experience, and for those who, it may take
by organized groups of mortals, many operating as
vigilante “neighborhood watch” groups, but others
as collateral damage from more noxious mortal
activities. The cracks in the Masquerade have grown
wider in the last decade, and humanity’s belligerent
alienation from itself has hastened the process.
Imbalance
Unlike with vampires, who spend their nights in a
perpetual state of conflict against one another, the
struggle of the regular mortal is one of functioning
within their own society. Prevailing economics
force mortals to compete for enough money to
live comfortably. The struggle to make it through
a 40-hour week at the local call center in order to
earn enough money to pay for rent and medical bills
is forgotten by vampires, who can ultimately drag
any poor soul off a street and drink from them if
desperation strikes.
Kindred tend not to think about how being the
victim of the Kiss or being subjected to Dominate
may impact a mortal — more than a few former
security guards, boardroom executives, medical
professionals and accounting clerks have lost their
jobs, not to mention their mental health, as a result
of a vampire’s careless use of their supernatural
gifts. The cumulative nature of society’s need for
people to remain in work can quickly lead to serious
repercussions for mortals. Many Americans have
unreliable health care, therefore losing their job can
lead to potentially fatal results for them or their
loved ones. Few managers accept “I don’t remember
who those guys who came into the office last night
were” as an excuse from their employees.
Dangerous Attraction
Many Kindred, whether through callousness or
naiveté, regard mortals as little more than food,
innately less than themselves. This pervasive mindset
is dangerous, but it is not one-sided. Humanity
shares a curious fascination with vampires,
particularly in popular culture. For many, vampires
represent a certain allure — a deadly supernatural
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worry about money or taxes or anything. All you
had to think about was her: how to please her, how
many ways to love her, how she wanted you to look.
You’re part of her family now, and that’s just fine.
On your lucky nights, you might be chosen to make
the offering. The intimacy of her touch, her kiss on
your neck, it leaves you eager for the next night. But
still, there’s more to strive for. You share the house
with many of your brothers and sisters, but only one
of you can be First. You are ashamed to admit it, but
you’re envious of the First, the mistress’ chosen, for
they enjoy the full glory of your mistress’ attention.
Maybe soon you’ll be chosen to be First as well, if you
are loyal enough. Or maybe there’s another mistress
who can see your true worth.
on the characteristics of a rewarding relationship, if
not genuine love, and a vampire may feel genuine
affection for a mortal who moves in their wake.
But in the end, the vampire is almost certainly the
one who decides the terms of the relationship.
Mortal Archetypes
Suspicious Investigator
You don’t remember exactly what happened. One
minute you were filing your report at the station, filling
out forms on a bizarre assault case, then the next thing
you knew you were home. You’re pretty sure somebody
came into the office and spoke to you. Can’t quite
remember what it was about, but you think they said to
forget about something. The next day, the chief called
you into her office and asked about missing files. Now
you’re on unpaid leave. Whoever did it didn’t realize
that they were tangling with a department veteran.
You’re on the trail now. You’re certain it’s connected to
the new nightclub in town, and if you can just speak to
the owner, you’ll have all the info you need.
“Pizza” Delivery
You had another phone call last night. Same place as
before, Pier 17. Same delivery as before, none of your
fucking business. A few wooden crates marked with
Cyrillic letters, you make the delivery, and, when the
money changes hands, you kick a little up to the guy
at the other end of the line. You only know him as
Seb, but you know from his accent that he’s not from
around here. You don’t know where he gets the goods.
That’s his business. All you know is that he sure calls
you a lot. Pay’s worth it, though. But there’s always a
way to sweeten the deal. Like tonight. Tonight you’re
bringing a few friends. When Seb shows up, you’re
going to have words, see about keeping a little more of
the cut for yourself.
Troubled Partner
Your partner hasn’t been the same since July. He
definitely looks unhealthy, much paler than usual.
You’ve been worried — there’s a pandemic happening
and he hasn’t been eating properly. In fact, you don’t
know when the last time he ate a full meal was. So,
last weekend you told him you want to know what’s
really going on, he either tells you the truth or you’re
walking out the door. And he laid it out for you, the
whole truth. You still don’t quite believe it, and you
definitely don’t buy that he’s... shit, even just thinking
the “v-word” sounds outlandish. Even so, ever since
he told you, it’s like he’s vanished off the face of the
Earth. But now, every few nights, you’re sure you
catch sight of someone watching you, and they vanish
when you turn your full attention to them.
The Role of Mortals
The following rules allow players to create mortal
characters for participation as part of the troupe (if
not the coterie proper...). This set of options allows
a player to explore the relationship that a vampire
holds with mortal kin or colleagues and, perhaps,
even their own Touchstones.
Portraying a Touchstone
Lost Hopeful
Touchstones represent vampires’ immediate
connections to Humanity, both as a game trait
When you first joined the family, you were amazed
how easy it all sounded. Live in a big house, don’t
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and as a society. As such, it can be very rewarding
to explore what the mortal gets out of this
arrangement, if they’re even aware of what it
represents to the vampire in the first place.
The first question a player who is interested in
this role should ask is if their player’s character is
aware of their nature as a Touchstone. (Remember,
though, that the character doesn’t know about rules
like Touchstones.) Do they know the vampire for
what that vampire is? Some Kindred opt to hide their
presence, heeding mortal Touchstones from afar. A
scarred Nosferatu, for instance, might lurk outside a
window to check in on their former fiancé.
Alternatively, the vampire may choose to try to
conceal their supernatural nature: A Ventrue may opt
to retain her seat as a board member simply to be close
to her aging father. This carries with it an additional
challenge, in that the mortal doubtless comes to notice
that time refuses to age the vampire.
How does the mortal feel? Has their loved one
vanished and been replaced with some monstrous
creature that wears their face? Or if simply watched
from afar, does the Touchstone feel haunted, stripped
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of their value, or dehumanized? Does the love that the
vampire attempts to express come across instead as
artificial or disturbing, or even fill their mortal beloved
with fear that they are now perceived through the
senses of the Beast?
ƒ
ƒ
ƒ
ƒ
ƒ
Cultivating the Embrace
Former security guard
Unsuspecting college student
Adrenaline junkie
Tech-savvy hacktivist
Blood doll who gets off on being fed from
Choose your Ambition and Desire as normal.
Clan and Sire
One other potent theme suited for playing a mortal
character is with an eye toward becoming a vampire. A
troupe may establish a few sessions of its chronicle to
act as a Prelude to each of the characters’ Embrace, or
as part of session zero (Vampire: The Masquerade,
pp. 135 and 138). Players’ characters may be Embraced
together, or separately over the duration of the
chronicle or Prelude.
Alternatively, a player may wish their character to
be the childe of an existing player’s character. Doing
so allows for the players to establish a relationship
organically between their characters. This may be the
natural culmination of a Kindred desperately trying to
hold onto the vestiges of their days as a mortal, or in a
doomed attempt to maintain a lover’s affection.
Mortals do not begin play with a clan or Sire
(though they can gain them if they are Embraced
during gameplay or downtime).
Set Your Attributes
Before deciding which dots go where, consider your
character concept and what the character is best at,
what they are moderate at, and what is their weakest
aspect. See the list of Attributes on p. 62.
ƒ Take your best Attribute at 4
ƒ Take your worst Attribute at 1
ƒ Take three Attributes at 3
ƒ Take the rest of your Attributes at 2
ƒ Now derive two more Traits from your
Attributes as follows:
ƒ Add three to your Stamina to derive your Health.
ƒ Add your Resolve to your Composure to derive
your Willpower.
Creating a Mortal Character
The process of creating a mortal character is very
similar to that of creating a vampire, with a few
significant differences.
Choose Your Skills
Think about your character concept and history to
formulate the set of skills that make sense with how
your character lives their life. Are they a well-rounded
executive? Dabbling student? Street-savvy dilettante?
Mortals use the quick skill assignment method.
That is:
ƒ Jack of all Trades: One Skill at 3; eight Skills at
2; ten Skills at 1
ƒ Balanced: Three Skills at 3; five Skills at 2; seven
Skills at 1
ƒ Specialist: One Skill at 4; three Skills at 3; three
Skills at 2; three Skills at 1
Add free specialties to Academics, Craft,
Performance, and Science Skills. Take one more free
specialty. Specialties can be applied only to skills
with at least one level.
Character Concept
Defining your character’s core concept is important
and takes the same form as it does for vampire
characters as described in Vampire: The Masquerade.
As with Kindred, the core concept is the summary of
who the character is, and likely implies motivations
and calls to action. Consider if the character is aware of
the existence of vampires or not. Some concepts for a
mortal character include:
ƒ A son who believes his father was killed by a
vampire and is driven by revenge
ƒ A grieving spouse tracking down her missing
partner
ƒ A small-time gangster with no idea who they’re
pushing around
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Disciplines and Predator Type
Mortals are not able to use Disciplines, nor does the
Predator Type Trait apply to them.
one mortal could cite a parasocial relationship with a
talented actress, for example.
Mortals start with Humanity at 7.
Advantages
Health
Mortals suffer damage with greater severity than
vampires, and cannot use their blood to mend
injury. Mortals receive Superficial damage from
blunt force trauma: punching, falling, and so on.
Heavy force trauma, such as being struck with a
baton or baseball bat, or run over by a car, deal
Aggravated damage, as does penetrating, cutting,
or piercing damage such as that from knives and
bullets. Mortals do not sustain Aggravated damage
from sunlight, but do receive it from other sources
that indicate such (fire, Feral Weapons, etc.).
For recovering Superficial and Aggravated Health
damage see p. 127 of Vampire: The Masquerade.
Health damage for mortals also has a few
additional considerations.
During a session, one point of Superficial health
damage takes four days of rest to recover. (This is
in addition to the Health levels recovered at the
start of the session.) The rest may occur during
downtime, but it is cumulative. For example, healing
3 Superficial health damage takes 12 days. Unless
the individual is hospitalized, one Aggravated health
damage takes three weeks of rest to recover, using the
same method. These are general downtime-elapsing
guidelines that the Storyteller can adjust, but
remember that mortals are inherently more fragile
than vampires.
This method of healing does not account for
long-term scarring or life-changing injuries. The
Storyteller may declare that any notable injury
may leave a scar or other permanent changes to
the mortal’s body, such as by sustaining great
damage from a single source, or withstanding
one’s last tracker box of Health damage. Such
injuries could range from a disfigurement to bone
or joint damage. In extreme cases, recovering from
damage might result in the loss of one point from
a Physical Attribute trait of the Storyteller’s choice.
This should never feel arbitrary or punitive; again,
Mortals take 7 points of Advantages and 2 points of
Flaws. They may not spend any points on Kindredexclusive or ghoul-exclusive Advantages or Flaws.
Mortals may not spend points in the following
Advantages; Archaic, Domain, Feeding, Herd,
Mythic, Status, or Thin-Blooded. Mortals surely
view their “Haven” in a manner that’s markedly
different from how vampires do, but it does remain
available to them.
Players who wish to use Kindred-exclusive
Loresheets for their mortal characters may not
necessarily gain any mechanical benefits from doing
so, and are encouraged to work with their Storyteller
to ensure that mortals with vampire-specific
Loresheet knowledge suit the chronicle.
Note also that certain circumstances may further
negate the validity of certain Merits and Flaws, such
as becoming a ghoul or receiving the Embrace. In
general, the Storyteller decides whether the player can
reallocate the points of invalidated Merits and Flaws,
or if they’re simply ablated. In general, a player should
be able to purchase new Advantages for points spent
on invalidated Merits (since they’re benefits the player
pays for), while the Storyteller can keep points from
Flaws, to be used as they see fit down the road.
Convictions & Touchstones
Select zero to three Convictions and the same
number of Touchstones (see Vampire: The
Masquerade, p. 172–173). Consider the character’s
core concept and personal values when selecting
Touchstones.
Mortals do not regard Touchstones in the same
manner as vampires do and, because they still live
among mortal society, often have more immediate
options in who they can designate as Touchstones.
Good choices include family and friends, but also
professional contacts, aspirational gurus, unresolved
relationship partners, or even a celebrity — more than
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Humanity loss can be expressed in many ways.
Mortals who have chosen to undertake actions
that lead to Humanity degeneration sometimes
blame their actions on external forces. Indeed,
blaming others for one’s own actions may be
what caused Humanity loss in the first place.
This may take the form of an outside group that
the individual feels derision for; some might
blame all people of a certain gender for their
own dissatisfaction, hold all people of a certain
income bracket as less deserving of anything but
disdain, or turn their aggression toward a specific
individual as a target for abuse. Or eroding
Humanity may lead the individual to become
more distant from others, unable (or unwilling...)
to empathize with their fellows. Selfishness,
cruelty, the inability to relate to others: All of
these attitudes represent a dwindling connection
to what it means to be human.
When portraying a mortal character who
has fallen to Humanity 3 or less, the player and
Storyteller should agree upon a Compulsion that
represents the character’s slide into selfishness.
This Compulsion can be a pre-existing one or
an original expression, but the result is the same:
Whenever the player attempts an action that yields
a total failure, the Compulsion comes to the fore.
(See Vampire: The Masquerade p. 208 for more
on Compulsions.) Note, too, that Willpower
cannot be used to allay a Compulsion — the
aberrant behavior very quickly comes to dominate
the personality of the mortal whose Humanity has
so significantly degraded.
When a mortal has no Humanity, they do not
succumb to the Beast and do not enter wassail in the
way that vampires do. Instead, their Compulsion
comes to the fore and thereafter dictates their every
choice. For a mortal with zero Humanity, they do not
even derive pleasure from pursuing these acts; any
positive feeling other than satisfying the Compulsion
has long since left them. Upon reaching zero
Humanity, that character is no longer playable and
control of that character falls to the Storyteller as it does
with any other character of the same Humanity score.
mortals are inherently less resilient than vampires,
and Trait loss should come as a result of great danger
or sacrifice.
Willpower
For recovering from Superficial and Aggravated
Willpower damage, see p. 127 of Vampire: The
Masquerade.
Mortals may spend one point of Willpower to
ignore being Impaired or other Health-related
penalties for one turn. This represents the human
will to persevere in the face of adversity, tragedy, or
ruinous physical trauma. Perhaps best described
as “the human spirit,” this motivation drives the
living to accomplishment. Perhaps in the face of the
knowledge of their finite existence, the light that
burns half as long burns more brightly,
MORTALS, GHOULS, AND HUMANITY
In a Vampire: The Masquerade story, keeping the
Beast at bay and the ethical accountability for one’s
actions is one of the primary themes of the game.
For this reason, mortals and ghouls also keep track
of their Humanity scores in this context, even though
what Humanity actually represents is the Kindred’s
desire to pretend that they remain human, as a
coping mechanism for what they’ve become.
In a larger sense, mortals don’t actually have a Humanity
score. Since they are human, they don’t have to pretend
to be human. In other World of Darkness games with
different thematic focuses, “normal humans” will have
different ethical contexts — you won’t necessarily need to
carry over the Humanity Trait into a different game.
Humanity
Mortals begin play with a Humanity value of 7.
Loss of Humanity is as perilous for mortals as it is
for vampires, but unlike vampires, mortals have no
Beast. Without an internal personification of their
nature upon which to levy blame for their baser acts,
mortals have to reconcile their eroding Humanity
with their own choices.
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Players portraying mortals with high Humanity scores
obviously want to deal with stories about temptation,
redemption, or other themes associated with
maintaining a high degree of ethics and compassion.
A mortal who spends a lot of time around vampires
may gain a Compulsion to stalk and kill as a serial
killer. This definitely includes mortals who lose
Humanity while hunting vampires.
Corrupting Embrace
Storyteller Options
When a mortal is Embraced, reduce their Humanity
by 1. The mortal may feel some amount of their soul
turning upon itself, growing foul and demanding
attention. Most Kindred would concede that from
the moment of the Embrace, the Beast grows. For
the fledgling, the feeling of having lost a vital part of
themselves and having it replaced with something
inexorable and undeniable doubtless lingers, a
sensate reminder of having a part of themselves
tainted by vampiric blood. Within them now dwells
the Beast, lurking in the recesses of a fledgling’s
consciousness, gnawing, lustful, and hungry to
devour more. In many cases, such things would be
played out during a scene in which the Embrace
occurs, but if the player doesn’t want to focus on
those details, the systems can stand in. ■
These are entirely optional rules. They require Storyteller
approval first. They enter play entirely at the Storyteller’s
discretion and need not apply to all mortals equally.
High Humanity
A mortal may begin play with a Humanity score
higher than 7, if that’s a reasonable conclusion from
the character concept or history. Note that, since
they have no Beast, high-Humanity mortals don’t
enjoy the same systemic benefits that high-Humanity
vampires do. Rather, mortals with a high Humanity
score often feel compelled to maintain that value for
its own sake, or because they feel a higher calling.
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Chapter Five: Coterie
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Chapter Five:
COTERIES
Criminals together. We’re in hell, my little
friend, and there’s never any mistake there.
People are not damned for nothing.
T
— JEAN-PAUL SARTRE, No Exit
he term coterie may have originally come into use to
designate a small group of vampires who work together
with a single goal in mind. By contrast, a sect is a larger
faction of vampires who share a common philosophy,
while a court, domain, territory, or other terms generally define
all of the Kindred in a single geographic locality. With that in
mind, despite the modern prevalence of the term, many vampires
consider “coterie” to be archaic speech.
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Chapter Five: Coterie
S
ome young vampires feel “coterie” is too
weighed down by the aristocratic ideology
of the Camarilla, and it has nearly fallen out
of use in certain Anarch domains, in favor
of “local,” “gang,” or the now similarly-antiquated
“soviet.” Young Kindred, especially, often describe
heterogeneous groups of vampires with a stylistic
phrase related to their plurality or leadership: a
bande of Brujah or Ravnos; a burrow of Gangrel or
Nosferatu; a goddammit of Tremere (less often used
by Tremere themselves, who prefer school), a studio
of Toreador, a suite of Ventrue; and so on. Thinbloods may not even know there’s supposed to be a
special word for “group” or “team.”
Coteries sometimes serve as a means of ensuring
dependency between members of a greater conspiracy,
replacing more holistic interpersonal connections.
Modern Kindred may form coteries as an enterprise
of common interest, a ritual of camaraderie among
like-minded vampires, or even as an expression of
affection, insofar as the Kindred can feel it. Coteries
persist due to the strong, traditional role that they
hold in Kindred society – and because walking alone
gets ever more dangerous these nights. When groups
form, whether as social cliques, familial broods,
information networks, or simply as outcasts, mutual
protection remains the primary expectation.
Any number of reasons may propel vampires into
a coterie, but no matter those reasons, each member
has their own objectives and agendas. All vampires
want something, every single one, and at the same
time, no coterie has ever existed in which all Kindred
have been aware of one another’s true intentions.
Whether the coterie consists of individual vampires
who pursue blood, power, magic, wealth, knowledge
or social leverage, those vampires are always in some
form of competition with one another. Underneath
mutual protection lies personal ambition.
Despite this, only a shortsighted vampire would
ever throw their coterie-mate under the bus to
pursue a personal goal. Vampires who do so quickly
garner infamy and make enemies.
Outside of coteries formed for social reasons,
august Kindred of certain domains sometimes
mandate coteries with very specific goals in mind.
A Camarilla domain might create a coterie formed
by (or under) the Sheriff, Deputies, and Hounds,
pursuing the objective of safeguarding their
territory. A desperate Anarch domain might see a
Lupine-hunting pack that reports to the Baron. An
Ashirra coterie may find itself forced into particular
vigilance against the Sabbat. The circumstances
create the justification that keeps a coterie together
or the top-down sanction for it.
A Greater Purpose
The Players’ Characters
To many Kindred, coteries feel unnatural. Solitary
predators don’t form harmonious social groups.
That said, the players’ characters have an advantage
in that the relationships among the players supersede
this. The social unit around the game table helps
build a sense of belonging.
That doesn’t have to be the case, though. Vampire
society is treacherous, and certain troupes may enjoy
some amount of suspenseful suspicion of their
fellow players.
Take care when players welcome the concept of
betrayal. It can be tempting to play a backstabbing
vampire, but it’s usually more rewarding to play
Vampires are naturally predatory creatures, and
fearful of one another’s monstrous natures — it
is uncommon for them to truly share bonds of
trust. As such, coteries usually emerge to facilitate
a singular goal or press a specific agenda. Coteries
form with a purpose.
Trust, of course, is a rare and elusive emotion
among Kindred. Any vampire who has spent time in
multiple coteries can attest to one strong similarity
that they all share: Belonging to a coterie is less like
chilling with friends and more akin to swimming
with fellow sharks.
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a group who play the long game, realizing their
agendas and making something of lasting value,
using their unexpected solidarity to backstab their
foes together. Unlike Storyteller characters, whose
actions often serve a crafted narrative, players’
characters have more free will, making the bonds
that emerge between them more valuable.
experts” who the Emir calls in to deal with a sleeping
ancient under the stadium, you could build that as
a Cerberus or a Questari just as easily as a Regency
coterie, and you might want to swap one or another
prerequisite among the listed types.
Similarly, your coterie can change after creation.
Perhaps your characters’ ambitions changed: the
Prince angered you, you vow to destroy her, you
become a Hunting Party to corner the market on
her favorite blood types. Perhaps the story shifted:
your patron was exposed as a Sabbat infiltrator,
so now you’ve become a Fugitive coterie working
to clear your names. Perhaps your own success
changed you: your Saboteur coterie overthrew
the power structure, and now you’re a Regency
or Maréchal coterie in all but name. Shift your
coterie Backgrounds and other Advantages freely
to accommodate your new purpose. Story counts
first, not symmetry. As long as the overall number
of dots and point cost remains the same, and as long
as something in the narrative explains or justifies the
shift, coterie mechanics shouldn’t constrain play.
Coterie as Cloud
The example coterie types in Vampire: The
Masquerade (pp. 197–199) or in the next section
of this book are just that, examples. Coterie types
fade into each other, and even the type names
serve more as rules shorthand than universal terms
among Kindred. Yes, some Toreador fashion
junkies call their coterie Plumaires, Questari is a
recycled Tremere term, and Anarch shock troopers
sometimes use the word Commando in their unit,
but coterie types aren’t clans.
Blur distinctions, blend types, build your coterie
around your troupe first and the rules second.
If you decide to play “unexploded methuselah
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COTERIE TYPES
DOMAIN ADVANTAGES
Chasse: Size and richness of domain hunting grounds
Lien: How well you’re integrated into your domain
Portillon: Security of your domain against intruders
BLOOD CULT
THIRSTY GODS
DOMAIN
CHAINED HOUNDS
DOMAIN
LOCAL HEROES
DOMAIN
SWAT TEAM
DOMAIN
LLC
DOMAIN
SUNSHINE SOLDIERS
DOMAIN
PEACEKEEPERS
DOMAIN
Control a human cult and feed them, master blood magics, leverage cultists into power
HERD ••• SUSPECT (•)
CERBERUS
Guard or protect a significant location, learn its secrets, trade access for power
HAVEN ••
CHAMPIONS
Protect your domain from worse predators, fight crime, try not to lose
hope or Humanity
HERD ••• SUSPECT (•)
COMMANDO
Fight for a master, explore and exploit enemy defenses, maintain unit cohesion,
use special force
MAWLA ••• STATUS • ENEMIES (••)
CORPORATE
Take care of business, grow shareholder value, nestle into mortal power structures,
skim off the top
INFLUENCE •• RESOURCES •••
DAY WATCH
Guard undead sleepers from mortals, patrol the city, strengthen your position while
nobody’s watching
INFLUENCE •• ENEMIES (•••)
ENVOYS
Mediate between factions, create alliances and common ground, identify
a common enemy
CONTACTS ••• RESOURCES •• SUSPECT (•)
FAMILY
BLOOD RELATIONS
DOMAIN
Maintain domesticity, expand blood ties advantageously, keep the line going,
negotiate Blood Marriages with other Families
ALLY • CONTACTS •• RESOURCES •• ENEMIES (••)
FANG GANG
CRIME CREW
DOMAIN
ON THE RUN
DOMAIN
Be undead and do crimes, case targets and hit them, defend turf against rivals
CONTACTS • ENEMIES (••)
FUGITIVE
Keep hidden, keep moving, clear your name, lure your hunters into ambush
CONTACTS ••• MASK •• RETAINER • PURSUER (•+)
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GATEKEEPERS
DOMAIN
GRAVEYARD SHIFTS
Monitor the Veil, deal with wraiths, bust ghosts, prevent unauthorized grave
robbery, rob graves
CONTACTS •• RETAINERS ••• INFAMY (•)
HUNTING PARTY
BLOOD RUNNERS
DOMAIN
CITY HALL
DOMAIN
MOVEABLE FEAST
DOMAIN
Find the best blood sources, protect them from poachers, sell their blood to
the high bidder
ALLY • OR MAWLA •
MARÉCHAL
Serve and guard the lord of the city, do their dirty work, leverage your
access to power
STATUS •••
NOMADS
Explore warily, perform and move on, rook the locals, the show must go on,
find a true home?
CONTACTS ••• RETAINERS •• SUSPECT (•)
PLUMAIRES
BIRDS OF A FEATHER
DOMAIN
SEARCHERS AFTER HORROR
DOMAIN
PLACEHOLDERS FOR POWER
DOMAIN
UNDERGROUND ENEMIES
DOMAIN
Socialize, pursue your communal art or interest, outshine rival plumaires,
spot new talent, unlive well
CONTACTS •••
QUESTARI
Research your quest, gather and preserve books and equipment, sift rumors, solve
mysteries and puzzles, block rivals, launch expeditions
CONTACTS ••
REGENCY
Protect and strengthen your position, do the same for the city, follow your elder’s
policies, placate rival factions until you strike
MAWLA •• STATUS ••• OR ••••
SABOTEUR
Keep hidden, strike at your foes dramatically or cunningly, undermine your enemies
politically or with mortals, coup d’etat?
CONTACTS •• INFLUENCE • MAWLA •• MASK • RESOURCES •• ADVERSARIES (••)
SBIRRI
?
?
?
FALSE FLAGS
DOMAIN
SECRET POLICE
DOMAIN
CIVIC GUARDIANS
DOMAIN
Unlive your cover, gather intelligence, build and run a network of traitors and spies
MAWLA •• MASK •
VEHME
Maintain and protect the Masquerade, hunt down and subdue breachers, bring
them for trial, carry out judgment
INFLUENCE ••• STATUS •••
WATCHMEN
Patrol and protect, extend sect power and influence, fight sect opponents and
werewolves, hunt the Sabbat
STATUS ••
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Chapter Five: Coterie
Blood Cult
Cerberus
“Join us and our blood shall forever be undivided, for
there is no law beyond our will.”
“No one saw you come in… no one has to see you
leave.”
Blood Cults lure in prey with the promise of
supernatural spectacle or esoteric truth. They risk the
Masquerade for easy access to a herd and pliant servants
seeking escape from the trials of their mortal life. They
may believe in their sanguinary theology, or simply use
the garb of ritual to cover simple predation.
Blood Cults often have a mixed membership of
Kindred and thin-bloods, itself suspect in older
vampires’ eyes.
Blood Cults usually organize in a spiritual
hierarchy, led by a charismatic or domineering
Kindred with a grand title such as High Priestess.
Other Kindred in the coterie may use familial titles
such as father, sister, or cousin. Though Blood Cults
seldom gauge their power by territory, most have a
dedicated ritual space, secured and maintained by an
Abbess, Sacristan, or Khadim.
Prerequisites:
ƒ Domain: Lien • and Portillon ••
ƒ Herd •••
ƒ Suspect (•)
Possible extras: Haven (cult church or
compound), Haven: Furcus, Retainers (vergers, lay
brothers); Enemies (••)
Prefered Resonances: Sanguine
Common Coterie Advantages: On Tap •;
Cursed (varies), Targeted (•)
Most cities have at least one Cerberus coterie, charged
by the Prince with guarding the grounds of an
Elysium or other places of import within the city.
Often the job comes with hoary and powerful oaths,
or just with an implicit threat: “If something goes
wrong …” Cerberus members sometimes pass their
honorable (and burdensome) duties along as legacies
from sire to childe. The few Anarch Cerberus coteries
usually take over the job after the fall of a Camarilla
city, often as ambitious volunteer committees.
Cerebus coteries need both tough street fighters
and adept political operators, and they keep their
own business inside the coterie. They attract
vampires who seek acceptance, redemption, or
glory in exchange for service, such as Banu Haqim,
Salubri, or Tzimisce.
ƒ In addition to the basic goal of protection,
Cerberus coteries may:
ƒ Act as liaisons between the Kindred court and
mortal power structures.
ƒ Fortify their domain against intrusion and
surveillance.
ƒ Maintain the historical or supernatural character
of their charge.
This last can conflict with the desire to protect:
erecting gruesome barricades or unsightly moats
around a museum, landmark, or historic site seldom
goes over well. Nor does patrolling the site with rats
or ghosts.
Prerequisites:
ƒ Domain: Chasse • and Portillon •••
ƒ Haven ••
Possible extras: Haven: Furcus or Haunted or
both, Retainers (guards), Status (for legacies);
Adversary
Prefered Resonances: Melancholy
Common Coterie Advantages: Privileged •••;
Bullies (•), Custodians (••), Territorial (•)
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Champions
Commando
“Criminals are a superstitious and cowardly lot.”
“To make peace, prepare for war. To make money, find
the unprepared.”
Kindred in this coterie still cling to something
in their humanity that wants to do good, while
their Beast wants to kill and terrorize. In some
neighborhoods those goals don’t immediately
conflict. Champions aren’t always vigilantes: some
coteries incorporate community organizers or even a
neighborhood watch.
Muggers hiding in the alleys? Drug dealers
poisoning the feed stock? Gone in the night, one
way or another. For a while, the system works, or
seems to. In addition to such simple sanitation,
Champions might:
ƒ Run night patrols and investigate potential
threats.
ƒ Identify problem cops on the beat: brutal,
corrupt, or too eager to hunt vampires.
ƒ Keep their streets dangerous enough to
discourage Camarilla-backed developers.
Eventually, things likely get out of hand. Witnesses
have to disappear, good cops or social workers need to
be discouraged from investigating, and eventually the
Champions harm or kill as many innocents as they
save. Even if they keep their brutality mostly in check,
they make enemies along the way – you can’t create
a brighter future without killing a few crime lords.
They catch the eye of bigger sharks: was the bratva
kicking payoffs up to the local Brujah bande? Does
the Seneschal think that the Anarchs’ biggest muscle
can be pointed at the Champions – or vice versa?
Prerequisites:
ƒ Domain: Chasse • and Lien •••
ƒ Allies •
ƒ Enemies (••) (local organized crime)
ƒ Possible extras: Contacts, Haven: Hidden
Armory, Influence (church or police); Adversary
Preferred Resonances: Choleric
Common Coterie Advantages: Bolt Holes
(varies), Transportation •• ; Custodians (••),
Targeted (•)
Some Commando units serve a Prince or Baron,
fighting for a sect. Some powerful Kindred
commission their childe or grandchilde as a captain
to keep a personal guard unit in being. More
mercenary Commando teams take jobs from any
patron who can pay. Missions might include:
ƒ Hunting down thin-bloods within the city.
ƒ Being hired to protect the business of a city
officer.
ƒ Escorting a high-value target through a contested
or dangerous area.
ƒ Build up their arsenal by arms dealing or by
raiding someone else better armed: gangsters,
cops, National Guard armory.
ƒ Figuring out who set the coterie up to assassinate
an elder.
Commando coteries, like mortal special
operations teams, comprise specialized roles: captain,
sergeant, tactical officer, negotiator, specialist,
and door-kicker, among others. Most missions
require some non-combat investigation as well:
tracking down witnesses, gathering intel on a target,
schmoozing potential clients or influential figures at
court.
Prerequisites:
ƒ Domain: Chasse • and Portillon ••
ƒ Mawla ••• (whoever tasks you for your missions)
ƒ Status •
ƒ Enemies (••)
Possible extras: Haven (base of operations),
Haven: Hidden Armory, Mask, Retainers (NCOs,
more troops); Adversary
Preferred Resonances: Choleric
Common Coterie Advantages: Transportation
•• ; Bullies (•), War Crimes (••)
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Chapter Five: Coterie
Corporate
Day Watch
“That’s the thing. There’s never any new business. All
of our business is old business.”
“You need us on that rooftop. Mostly because being on
that rooftop would set you on fire.”
Corporate coteries use modern business methods,
along with Kindred strongarm tactics and supernatural
manipulation. Camarilla ultra-traditionalists still
consider them gauche, but none deny their utility in
these capitalistic nights. Anarch coteries who try the
Corporate route often collapse in ideological suspicion
or paralysis, but charismatic Anarchs fresh from Silicon
Valley still try reinventing the boardroom.
Corporate coteries organize as a board of directors,
headed by a chair voted by the membership or appointed
by an elder. As long as they turn over substantial
dividends to their (often literal) stakeholders, the coterie
can do pretty much as it pleases.
Rather than wrangle with profit-and-loss
statements, the troupe can abstract the actual
activities of the corporation with Projects or just
with Resources dots. That leaves goals like:
ƒ Discouraging business rivals with terror, or
manipulating them into mergers.
ƒ Developing cash-heavy markets such as criminals
or terrorists.
ƒ Investigating embezzlement or corporate espionage.
ƒ Lobbying (or otherwise suborning) government
investigators and regulators.
Stereotypically Ventrue lead Corporate coteries, but
Lasombra string-pullers, Hecata bankers, and even
Malkavian visionaries have what it takes to run such
enterprises. Regardless, the coterie needs high-powered
lawyers (ghouls, or just Retainers on retainer) to keep
mortal authorities happy, either above or under the table.
Prerequisites:
ƒ Domain: Chasse • and Lien ••
ƒ Influence •• (business community)
ƒ Resources ••• (the portfolio)
Possible extras: Contacts, Haven: Business
Establishment, Herd, Influence (corporate or
political), Retainers
Prefered Resonances: Phlegmatic
Common Coterie Advantages: Debt (••), Territorial (•)
Day Watch coteries elevate thin-bloods from
being poor and expendable to being well paid
and expendable. Being a thin-blood with the Day
Drinker Merit seems like a hard requirement to be a
part of this pack, but Storyteller and player flexibility
help make this concept happen.
With vampires moving around by day, the
Masquerade becomes as flammable as an elder. Day
Watch coteries preserving their incognito overlap
with potential rival Vehme coteries, who may
additionally see the Day Watch as an unjustified risk.
The coterie constantly interacts with mortals, and
has to shift mental gears to deal with the infrequent
Kindred they serve and protect. Those Kindred
resent and suspect the “half-bloods” who hobnob
with mortals while decent Cainites sleep.
Day Watch coteries function in many ways:
bodyguards for the Primogen, or scouts aimed at
organized vampire hunters. The coterie often faces
suicidal assignments: thin-bloods are a dime a dozen,
after all. A surviving Day Watch needs its members
to be the absolute best. And if the worst happens, the
coterie might turn its eyes – and its weapons – towards
the full-bloods they supposedly exist to guard.
Prerequisites:
ƒ Domain: Chasse • and Portillon ••
ƒ Influence ••
ƒ Enemies (•••)
Possible extras: Allies, Contacts, Haven, Mawla,
Status: City Secrets, a shared relic or ritual allowing
activity by day
Preferred Resonances: Whatever the Alchemist
needs today
Common Coterie Advantages: Debt (•)
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Envoys
Family
“Working together, we have a chance at survival. Let
us turn our differences into collective strengths.”
“No matter how much I hate you right now, you’re my
brother, and nobody does that to you.”
Synonymous with the Hecata, common among
Ventrue, Tzimisce, and the older branches of most
other clans, the Family coterie connects blood relations
to the Blood. Many ancillae remember when family
overrode all concerns in life and unlife alike: indeed,
outside the postmodern West, it generally still does.
Family coteries often recruit mortal members of
their extended families as allies, Embracing the most
promising to carry on the next generation. They may
have dependent lineages of servants or Retainers, as
well as the standard parents, grandparents, siblings,
cousins, and distant relations. A Blood Marriage
(Camarilla, pp. 91–92) in the past can explain
multiple clans in one Family.
A Family coterie’s goals focus on both mortal and
vampire relationships:
ƒ Protect the family interests, arrange mortal
marriages, and ensure the success of future relatives.
ƒ Plan advantageous Embraces and Blood Marriage
alliances.
ƒ Trace their genealogy to find lost members, or to
locate old family graves or relics.
Other family members might be married out,
estranged, or mysteriously missing. Family coteries offer
many opportunities for disturbing Storyteller characters
who can’t simply be killed off – they’re family! They
set up meaty conflicts for troupes who enjoy butting
emotional heads in the game: whether your coterie maps
to Sopranos or Succession, family matters.
Prerequisites:
ƒ Domain: Chasse •, Lien •, Portillon •••
ƒ Ally • (a connected mortal family member)
ƒ Contacts •• (family, extended family)
ƒ Resources •• (family liquid assets)
ƒ Enemies (••) (one or more mortals who oppose
the family business)
Possible extras: Haven (ancestral manse), Herd
(extended family members), Influence (family
business), Mawla (vampire within the same family),
Retainers (a family ghoul); Dark Secret (family
diablerie or black sheep), Haven Flaw: Haunted
Preferred Resonances: Sanguine
Common Coterie Advantages: Bolt Holes
(varies); Cursed (family curse), Territorial (ancestral
manse)
This group serves on diplomatic missions,
functioning as mediators between disparate parties.
Most often, Envoy coteries form in the wake of
factional conflicts. When the belligerents reach a
compromise or armistice, they sometimes task their
younger members with forming such a coterie to
handle the remaining contentious issues, and to
perhaps eventually transcend old grievances.
The goals of an Envoy coterie depend upon whom
they are working with or negotiating between at that
moment. Their goals may change if their diplomatic
missions shift. Some goals might include:
ƒ Uniting two coteries, cults, cities, or sects against
a common goal.
ƒ Strengthening the position or influence of a
particular individual.
ƒ Coordinating Projects to meet the same goals.
Even without a formal assignment, Envoys
communicate informally with the local power
structure seeking information on potential partners,
security for prior agreements, and leverage to use to
help protect their compromises.
Prerequisites:
ƒ Domain: Chasse •, Lien •••
ƒ Contacts ••• (mortals from diverse backgrounds
and professions)
ƒ Resources •• (pooled cash and assets)
ƒ Suspect (•)
Possible extras: Mask (cover identities for different
domains); No Haven (always on the move) (•) or
Shared Haven (embassy or legation) (•)
Preferred Resonances: Sanguine, Phlegmatic
Common Coterie Advantages: Privileged •••
161
Chapter Five: Coterie
Fang Gang
Fugitive
“Crime doesn’t pay … you. It pays us.”
“We can’t stop. We can’t even slow down. What we’re
trying to do is turn around.”
These vampires are on the run. FIRSTLIGHT
targets them. The Court proclaimed a Blood Hunt.
Anarchs seek them for a stake-and-boot party. The
pursuer may even be a single, potent vampire. It’s
rare for every member of the coterie to be hunted.
Instead, one or two Kindred on the run convince
others to go with them out of love or camaraderie or
Blood Bond.
Or perhaps the coterie did a job that led to their
excommunication, or learned too much about
someone powerful. In danger everywhere, they trust
only mortals, and not many of them. Perhaps their
Touchstones make up part of their entourage, or
they have to try to leverage their protection from
hiding or from another city.
Fugitive coterie chronicles escalate paranoia: Who’s
hunting us? Will one of us betray the others? They
end with the coterie captured, or turning and fighting
one last doomed battle. Or perhaps with victory:
ƒ The coterie discovers who framed them, and
proves it to their pursuer’s satisfaction.
ƒ They successfully fake their Final Death, or
redirect their pursuers after a different group of
Kindred, easier with mortal hunters than with
Kindred Hounds.
ƒ They find protection somewhere else, buying it
with their dangerous secret or with some other
trump card they uncover in their flight.
The Fugitive coterie who attempts to clear their
name in any circumstances must come up with a
compelling argument, or with some even worse hold
on their accuser. If not, keep a stash of resources
handy for another quick escape.
Prerequisites:
ƒ Domain: None
ƒ Contacts ••• (help on the run)
ƒ Mask ••
ƒ Retainer • (daylight driver)
ƒ Special: Fugitive coteries always have one or more
Flaws related to their Pursuer: Adversary, Enemy,
Infamy, Known Blankbody, Shunned
Possible Extras: Allies, Cobbler •, Loresheet (when
being hunted because they know too much), Resources
(cash and lightproof vehicles); Despised (••)
Preferred Resonances: Choleric
Common Coterie Advantages: Transportation
••; Targeted (•)
Gangbangers, Syndicate heisters, or a con artist crew,
the Fang Gang provides other Kindred a dirty skill
set and underworld entrée. Their stories fill with
violence, betrayal, temptation, and repercussions
from victims and targets of all the above. Familiar
from hundreds of films and TV shows, it’s probably
the easiest type of coterie for new groups to adopt:
pick a driver and scout, a hitter, a gun-thug, a breakin artist, and maybe a face or a mastermind and
you’re ready to do crimes.
The Camarilla doesn’t care if the coterie breaks
mortal laws, and the Anarchs love a rebel – until
the Fang Gang steps on someone else’s turf, whacks
a valued ghoul or ally, or takes a job with a power
player’s hated rival. Crime stories become political
stories if the Fang Gang gets powerful, but there’s
always another gang to throw down with if the
coterie prefers keeping it street.
Prerequisites:
ƒ Domain: Chasse •, Lien •, and Portillon •
ƒ Contacts • (fence or other criminal middleman)
ƒ Enemies (••)
Possible extras: Haven (clubhouse), Herd
(human members/victims of your gang), Influence
(organized crime), Resources (loot), Retainers,
Status (likely with Anarchs)
Preferred Resonances: Choleric
Common Coterie Advantages: Targeted (•)
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Gatekeeper
Hunting Party
“Our friends straddle the boundary between life and
death. Our enemies lie just across it.”
“I can see you’re a customer of taste and refinement.
Let me show you our cheerleader cellar.”
Still rare, but appearing among Hecata, Lasombra,
and other Oblivion users, Gatekeeper coteries
commune with (and command) the dead, often as a
service to other Kindred. Necromantic powers and
ghostly servants provide considerable, potentially
deniable, throw weight to the Baron or Prince who
sponsors a Gatekeeper coterie at a remove.
Some Gatekeeper coteries decide matters through
consensus, while others follow the most powerful
necromancer among them – sometimes called the
“Master of Ceremonies” by younger licks, or just
Gatemaster. Coteries with a permanent stable of
spirits or walking corpses empower a sexton to
control and contain them within their domain.
While they shun thin-bloods, they show no
animus towards Caitiff who have managed to learn
the powers of Oblivion or who have sought them
out for such learning. Tutoring any willing Kindred
in Oblivion ceremonies provides important boons
or other considerations for the coterie. Other
Kindred commission them to lay dangerous ghosts,
commune with honored ancestors, or to seek out
grave relics or other secrets held by the truly dead.
Prerequisites:
ƒ Domain: Chasse ••, Lien • and Portillon •
ƒ Contacts •• (graverobbers, morticians)
ƒ Retainers ••• (a wraith servant and spy)
ƒ Infamy (•) (dealings with dark entities)
Possible extras: Enemies (vampire hunters
who recognize the coterie dealing with the dead),
Haven: Furcus (Ceremonies), Mawla (accomplished
necromancer), Resources (stolen from the dead),
Status: City Secrets (learned from the dead)
Prefered Resonances: None
Common Coterie Advantages: Bolt Holes;
Cursed (varies), Territorial (•)
Hunting Party coteries know resonances like the
backs of their hands, and often know exactly where
to find them. Herding clot-bearers can change their
emotional state, so managing free-range mortals is the
key to inventory. Protecting these assets is important,
and doing it carefully even more so. Mortals can be
tapped again and again, but repeat harvests raise risks:
law enforcement (or Second Inquisition agency)
attention, freakouts by the persecuted mortal,
vampire poachers, and systemic interference from
rival tappers such as the Circulatory System or even a
do-gooding Champion coterie.
Like Fang Gangs, Hunting Party coterie members
specialize by skill set. Hunting Party coteries prize
Kindred who can sniff out resonances, as well as
well-connected glad-handers who can trade with
other ranchers to fill an order. But researchers,
private eyes, even blood drive coordinators provide
the all-important knowledge of where valuable veins
exist in your city. They may be Kindred members or
mortal contacts or both. Protecting and inventorying
mortals in demand often takes a higher priority than
prospecting for new clots — but a rich new dyscrasia
that can feed the most powerful Ventrue in the city
can make a coterie’s fortune overnight.
Prerequisites:
ƒ Domain: Chasse •••
ƒ Ally • (bait, human trafficker) or Mawla • (blood
broker)
Possible extras: Herd, Influence (organized crime)
Preferred Resonances: Whatever sells best
Common Coterie Advantages: On Tap ••
163
Chapter Five: Coterie
Maréchal
or risk losing turf to the Sheriff. A bold Maréchal
coterie can switch allegiance to the new rulers ahead
of a coup, but if they pick wrong, they soon become
Fugitives at best.
Likewise, the coterie needs to keep its own
misdeeds deeply hidden or deniable, or perpetrate
them against mortals or thin-bloods or other groups
without power or influence. Their behavior splashes
back on the ruler, so many Maréchals carry out their
tasks in the shadows, only appearing at court when
needed to overawe or overcome some challenger.
Prerequisites:
ƒ Domain: Chasse •• and Portillon ••
ƒ Status •••
Possible extras: Adversaries, Influence, Mawla
(Prince/Baron), Retainers, Status
Prefered Resonances: Choleric, Sanguine
Common Coterie Advantages: Transportation •• ;
Bullies (••)
“The Emir insists on your company this evening. Let’s
not keep them waiting.”
Bodyguards and praetorians for the city’s ruler, the
Maréchal coterie represents their personal power and
interest, as opposed to the Sheriff, who theoretically
represents the Court or the soviet or even the city
as a whole. A prestigious posting with potential
for access, its membership usually reflects the clan
makeup of the city’s Kindred power structure as
influential elders attempt to insert their childer into
the coterie.
Traditionally, the Prince or Baron appoints the
coterie’s captain, and the coterie votes on its own
master at arms — often a war leader and executive
officer, and often an older veteran vampire. Tied as
they are directly to the ruler, the coterie must work
to shore up their patron against enemies and rivals
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Nomad
Plumaire
“Welcome back, my friends, to the show that never
ends … but it does move on.”
“Where were we last night? Don’t worry, you wouldn’t
have appreciated it, even if they had let you in.”
Nomad coteries move from place to place,
bringing the party with them. Some Nomads
(sometimes called Carnival coteries) perform for
mortals, Kindred, or both: appealing to elders with
deliberately anachronistic entertainments recalling
Dust Bowl circuses or Victorian burlesques, or
organizing Shakespeare rep or EDM raves.
Carnival coteries have dedicated roles: performer,
barker or compére, stagehand, manager, roper or
shill. Other Nomad coteries just shift together, all
for one and one for all, long enough to get gas and
blood and head out the next night.
Nomad goals vary depending upon the skill set of
their members, such as:
ƒ Grab what you can; you’re not going to be here
to get caught in the smash!
ƒ Satirize the local power structure or conceal
Cainite rites in the performances.
ƒ Offer an outsider perspective (or outsider
advantage) to deadlocked local powers.
ƒ Create Resonance-soaked feeding opportunities
without a herd.
Nomads may pass secrets on to trusted (or
treasonous) ears on their route, or seek components
for some vastly separate ritual that must be
performed in seven cities in seven months to take
effect.
Prerequisites:
ƒ Domain: None
ƒ Contacts ••• (audience, promoters, travel
brokers, etc.)
ƒ Retainers •• (daylight help)
ƒ Suspect (•)
Possible Extras: Allies, Fame, Herd (fans or fellow
travelers), Resources
Preferred Resonances: Sanguine, Animal
Common Coterie Advantages: Transportation
••
If living well is the best revenge, unliving better
than another Kindred is even sweeter. Plumaires,
“birds of a feather,” dedicate their coteries to the
best things in unlife: music, fashion, art, or anything
else that lights up their endless nights. In addition to
Toreador fashionistas, one sees Ventrue architects,
Malkavian designer chemists, Brujah mods and
Gangrel rockers — preening, selfishness, and
display come naturally to Kindred of all clans. Even
a Nosferatu might collect perfumes, or delight in
infrasound-heavy black metal.
As vampires, they turn joy into cruelty and
competition: they must be and have and control the
best of whatever they seek, and they must shame and
crush those who dare to want the same thing. What
keeps Plumaire coteries going boils down to those two
elements. Once the troupe has picked their coterie’s
area of interest, their focus, their goals might include:
ƒ Impressing the Harpies, which might have to
start by convincing the Harpies their focus is cool
or tasteful at all.
ƒ Suborning or Blood Bonding the best (or most
popular) mortal practitioner of their focus, at
potential risk to the Masquerade.
ƒ Heckle a rival coterie’s performance, or otherwise
sabotage their focus moment or their collection.
ƒ Genuinely seek out the best of their focus to try
and stir their Humanity again.
Whatever they do, though, they must do it fabulously.
Prerequisites:
ƒ Domain: Chasse •• and Lien ••
ƒ Contacts ••• (fellow members of your subculture)
Possible extras: Adversary or Enemy (rival
fashionista), Fame (in subculture), Status (for high
society Plumaires)
Preferred Resonances: Sanguine
Common Coterie Advantages: Transportation
••; Debt (••)
165
Chapter Five: Coterie
Questari
Regency
“Seek, and ye shall find.”
“The Beckoning has called our elder to war.
Regrettable, but it does leave us in command.”
The Questari coterie forms to delve into secrets or
mysteries, from ancient legends to “who staked the
Baron?” Kindred authorities may assign them to trace
a methuselah, or they may collect rare artifacts to
sell on the blood magic scene, or they may consider
the research its own reward. Some collect merely to
expand their collection, becoming more institution
than investigators, a phenomenon so common the
Tremere have a name for it: a Rectorate.
Rectorate coteries mostly stay at home and
jealously guard their library, archive, or museum;
roving Questari mount constant expeditions away
from their home city following leads or rumors to
treasure or truth. Many Questari coteries try to do
both! Both efforts can develop on-screen enemies, or
play out in the background as abstract Projects, the
troupe switching focus when the story demands it.
Crime-solving Questari need a Storyteller willing
and able to provide a series of mysteries; the deep lore
of the World of Darkness provides plenty of secrets
for the esoteric types. Troupes diving into that deep
lore likely find a Questari coterie ideal, allowing
the Storyteller to knit characters with obscure or
seemingly unconnected Loresheets together in the
same chronicle. Questari can often absent themselves
from the more brutal political horror of Vampire:
The Masquerade, for groups that shy away from
such things. Other Questari collect secrets to
weaponize in exactly that kind of political horror
chronicle. Regardless, their greatest foes may turn out
to be rival Questari, racing towards mutual goals in
ongoing battles of wits … and then of fangs.
Prerequisites:
ƒ Domain: Chasse • and Lien •••
ƒ Contacts ••
Possible extras: Haven with Library, Mawla,
Resources (research budget), Status: City Secrets
Preferred Resonances: Sanguine, Phlegmatic
Common Coterie Advantages: Transportation
•• (cargo plane or Land Rovers); Territorial (•) (for
Rectorate types)
The Regency coterie, representing a powerful
elder, is respected, feared, and sometimes hated by
many, and often only begrudgingly recognized at
all. Inheriting power means inheriting enemies,
which can drive a wedge between the coterie and
former patrons or turn old adversaries into needed
confidants. Regency coteries centered around
a present-but-torpid elder are mockingly called
Somnophiles, and have their own challenges keeping
their lord both relevant and safe, and interpreting
their orders in strange dreams and omens.
Camarilla Regencies face eager “assistance” from
courtiers seeking to replace them or turn them
into puppets. Anarch Regencies (usually called
Provisional Councils or Steering Committees)
have less maneuvering to worry about, but may get
purged at any time by more radical Anarch factions.
Every night the elder stays away, the question
of making the Regency permanent arises, in their
enemies’ minds if not in the coterie’s. Civic crises
force the coterie to improvise, keeping their (and the
sect’s) position from collapse, and inching them ever
closer to independent action. A Regency coterie that
inherits half a city from an elder locked in rivalry
with another has its own set of problems, especially
if their opposite elder shows signs of Beckoning
derangement.
Prerequisites:
ƒ Domain: Chasse •• and Portillon •••
ƒ Mawla •• (major-domo or zampolit)
ƒ Status •••• (or ••• for Anarch Regencies)
ƒ Advantages: Select up to 10 dots shared among
Haven, Herd, Influence, Resources, Retainers,
Status: City Secrets, and/or Coterie Advantages
ƒ Flaws: Select the same amount of dots worth
of Flaws (Adversaries, Compromised Haven,
Despised, Enemies, Stalkers, Coterie Flaws)
Preferred Resonances: Phlegmatic
Common Coterie Advantages: Bolt Holes; Bullies
(•), Targeted (•), War Crimes (••) (sins of the elder)
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Saboteur
Sbirri
“We will erode their domain brick by brick.”
“Perhaps we can come to an arrangement? We’re all on
the same side after all.”
This coterie infiltrates a city or faction at the behest of
their true masters: where Saboteurs map to terrorists,
Sbirri are spies. The name comes from Renaissance
Italy, where it referred to a noble’s henchman wearing
a hooded coat (birro). The Sbirri likewise conceal their
true features behind the traditions and objectives of
another coterie type, their cover. The coterie’s primary
liaison with their handler or patron shouldn’t seem to
lead the cover coterie.
The coterie’s backstory becomes a crucial part of
play, and Storyteller and troupe should establish it in
session zero. How did they insert into the target city,
and who inserted them? Do they replace a previous
Sbirri network? Can they trust the leave-behinds
from that network?
The troupe may choose to run their cover activities
as Projects in the background, while concentrating
spotlight time on their clandestine activities:
ƒ Uncover political enmities and secrets at Court
to gain leverage.
ƒ Subtly deepen factional divides and rivalries by
playing both sides.
ƒ Recruit influential Kindred or mortals to their
patron’s cause, or to a false flag.
ƒ Covertly protect their patron’s other assets and
influence in their city.
ƒ Shut down or divert suspicious investigators,
Kindred or mortal.
Sbirri coteries interest themselves in those on the
outs with the power structure: thin-bloods, Caitiff,
resentful Ministry temples or just anyone shunned by
the Harpies. Dealing with such suspicious characters
harvests plenty of secrets, but the Sbirri must make
sure none of the dirt splashes on their own cloak.
Prerequisites:
ƒ Domain: As Coterie being mimicked; can spend
one less dot overall
ƒ Mawla •• (handler or messenger)
ƒ Mask •
Possible extras: Adversary of target city’s
Primogen (bought as unwitting Mawla), Status:
City Secrets, other Advantages from the coterie’s
cover type; actual Adversaries, Dark Secret (••)
Preferred Resonances: Melancholy or cover
coterie preferred
Common Coterie Advantages: Bolt Holes
(varies), Chasse: Back Alleys
The Saboteur coterie has no immediate power base
or roots in their new domain. Instead, they have the
support of a powerful Kindred elsewhere who wants
to destroy or conquer it. In mortal terms, they most
resemble a terrorist cell, but seldom serve an explicit
political agenda larger than vendetta or factional
infighting. The sometime exception: the radical
Anarch Saboteur coteries called Vanguards, who
exist to destabilize a Barony (or sometimes a Court)
and then shift themselves into power as the “only
ones who can solve this problem.”
Opponents – from the target sect or the mortal
security services – work to learn the Saboteurs’ true
mission. While they guess, the coterie acts:
ƒ Infiltrating their target
ƒ Gathering knowledge of their target’s weaknesses
ƒ Plotting a decisive stroke
ƒ Suborning mortal investigators and redirecting
them toward the target sect
Saboteurs may specialize by skill and Discipline
set: political provocateurs, assassins, bomb builders,
infiltrators. Thin-bloods prove extremely helpful:
organizing the kine, launching day raids disguised as
hunter strikes, and the like. Every Saboteur should
scout the city for weak points, escape routes, and
hidden dangers to unleash at Zero Hour.
Prerequisites:
ƒ Contacts •• (disenfranchised, outsiders, etc.)
ƒ Influence • (subversive organizations)
ƒ Mawla •• (handler)
ƒ Mask • (cover identities)
ƒ Adversaries (••) (at least one Kindred opponent)
Possible extras: Resources (liquid cash), Retainers
(recruits and muscle), Domain (if the coterie is
embedded in their current locale, must buy Portillon
first); Suspect (•) and more Adversaries
Preferred Resonances: Melancholic, Choleric
Common Coterie Advantages: Bolt Holes
167
Chapter Five: Coterie
Vehme
Watchmen
“We’re not paying you to believe it. We’re paying you
to Tweet it. #vamily”
“These tracks don’t look lupine, but break out the silver
just in case.”
As the Second Inquisition rages, the importance
of covering Kindred tracks and enforcing the
Masquerade rises even more starkly. Modern Vehme
coteries seldom trouble themselves with teaching
others the Traditions or chastising those who are
a bit too sloppy with their nightly business. Their
only concern is keeping vampires a secret from the
mortal world, and the Court often gives them broad
powers to achieve those goals.
Usually this means cleaning up messes and
manipulating the media and law enforcement, but
in truly egregious cases Vehme bring in Masquerade
breachers for judgment. The Ventrue historically
took clean-ups as their responsibility, and most
Camarilla Vehme coteries still have a Ventrue
member hooked into the city’s influence networks.
Anarch Vehme “cleaning crews” if anything
work more bluntly (and more often online) than
Camarilla string-pullers, and it’s not uncommon for
the two sides to collaborate in blatant or emergency
cases. In some cities, the Baron and the Prince coappoint a joint Vehme coterie to handle matters for
both sects.
Prerequisites:
ƒ Domain: Chasse •
ƒ Influence: ••• (especially in police and media)
ƒ Status •••
Possible extras: Adversaries, Mawla (on Primogen
or Anarch Councils)
Prefered Resonances: Sanguine
Common Coterie Advantages: Privileged ••• ;
Custodians (••)
Watchmen protect the domain from a specific
threat or guard the city’s borders from infiltration
or invasion. Lupines, Sabbat, enemy sects, and even
mortal hunters can find themselves on their list. The
ruler usually grants Watchmen domains on the city’s
border, or in dangerous territories recently fallen
under their sect’s control.
Watchmen don’t always get enough support at
Court: too-powerful warriors can become threats,
and too-successful heroes can become political
pawns. Careful Watchmen assemble enough
firepower to do the job well away from Elysiums,
avoiding the city center and the fashionable racks.
Reckless or ambitious Watchmen suddenly lose
support to the Maréchals, or even find their calls for
aid unreturned at the most inopportune moments.
The coterie’s most capable warrior usually leads
as the chief or warden; their seconds jockey for their
position and keep the rest of the crew in check and
trained up. Unlike most coteries that serve the city,
Watchmen never accept a leader imposed from the
outside and a few rely on semi-ritualized duels to
determine who runs the show. Watchmen put their
unlives on the line regularly and have little time for
the prejudices others have for Caitiff, thin-bloods or
anyone else. If you’re willing to fight and face final
death, your blood is good enough for them.
Prerequisites:
ƒ Domain: Chasse • Lien •• and Portillon •
ƒ Status: •• (own sect)
Possible extras: Contacts, Retainers
Prefered Resonances: Animal, Melancholy
Common Coterie Advantages: Transportation
•• ; Territorial (•), Under Siege (••)
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Coterie Systems
where the coterie does what it does. Finally, a
streamlined Coterie Creation Summary puts all
this in one place, that place eventually being the
Coterie Sheet in the Appendix (p. 239).
In all these systems, here and in other chapters,
the Storyteller can introduce whatever they feel
enriches the game. Players and Storytellers alike can
always take what they want and leave out whatever
they feel diverts it or changes it into something
other than what they want to play.
In many ways, creating a coterie is even more
important than creating a character. If play happens
among characters, the coterie provides and defines
the “among.” This section provides some more
flavor and ingredients for coterie creation and
ongoing play within a coterie.
Vampires usually don’t just meet up in a bar
and decide to start a coterie, although that has
happened. Generally, coteries come into existence
for a reason, often before the current troupe
of characters moved in, or got Embraced, or
otherwise kicked off the chronicle. When you
define your coterie in session zero, take a little
time to decide how long it has existed before
your characters joined it. Did they found it? Did
one of their sires? Unrelated senior members
should discreetly fade out as soon as possible:
coteries should focus tightly on the actual player
characters and their Background characters such
as Mawali, Retainers, and the like.
New Coterie Advantages fill in some figures in
front of the Backgrounds, and characters’ clans
can now inform and influence coterie play even
more directly. The more in-depth Domain creation
systems address the all-important question of
Changing Coteries
Vampires are social predators and notoriously fickle in
their allegiances. While coteries may not be quite akin
to mortal polycules, the social connections between
vampires change and evolve constantly as their
ambitions broaden and their humanity fades. Very
few vampires stay in the same coterie for the entirety
of their existence and many not only change coteries
regularly but maintain membership in several at once.
Thin-bloods in particular mix and match coteries as a
matter of survival, trying to find the right mixture of
alliances that will see them through to the next night.
Regardless of clan, this mercenary attitude to
relationships is a feature of Kindred society and while
anyone openly claiming membership in several coteries
may be subject to increased scrutiny, rarely does it
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devolve into banishment or violence. All vampires
have competing loyalties to a sect, a clan or even a
moral philosophy, and balancing the demands of these
imperatives is usually the part of unlife that drives
Kindred to seek help among their peers. A vampire
with ties to multiple coteries may not be wholly
trusted, but their connections are seen as a resource, not
a threat, by vampires that know how to play games in
the dark.
When a character leaves a coterie, any extra
Advantage points they spent on the coterie may take
a while to recoup (Vampire: The Masquerade,
p. 180). If a character makes no attempt to recoup
any extra Advantages they spent on the coterie,
then the dots remain under the coterie’s control.
If they do attempt to recoup their Advantages the
coterie slowly loses access to these Backgrounds and
Advantages as the character regains their points,
with the exact timing determined in play by the
Storyteller and by how the coterie responds to
having their Advantages repossessed.
KINDRED IN MULTIPLE COTERIES
Can you join more than one coterie? Absolutely. This
wouldn’t be a game of personal and political horror if
you couldn’t set your character up in multiple conflicting
alliances. Popular Kindred may be asked to join multiple
coteries. This is time and resource consuming, but
essentially a compliment, and generally permitted if each
coterie is aware of the others. Joining another coterie in
secret, however, often triggers distrust and suspicion.
Kindred in more than one coterie find themselves
inevitably stretched thinner, more stressed and timepressured than those with only one set of enemies
and colleagues to monitor. Represent this by charging
the character one dot (3 experience) for each
additional coterie they join: they may take a Flaw to
pay for this dot, even if they theoretically have their
maximum number of Flaws already.
STRONG COTERIES: OPTIONAL RULE
Standard coteries begin with one free dot per player
character. Any more dots need to come from player
Advantage dots, or from coterie Flaws. This creates
lean and hungry coteries, as befits lean and hungry
player characters. But in chronicles featuring older
legacy coteries, or just to play with a slightly richer
dot economy, the Storyteller may allow Coterie
Bonuses (below) or just increase the starting free
coterie pool by two or three dots. As always,
privilege story potential over mechanical rigor.
Coterie Bonuses
At your Storyteller’s discretion certain coterie types
grant a one-dot bonus to one of your domain traits
if your coterie meets all of the prerequisites of the
coterie. This bonus cannot raise a domain trait above
five. If a coterie changes type and receives a bonus that
would bump a domain trait above five, refund a coterie
dot or the spent experience to the player character
that purchased the original fifth dot of the trait.
Coteries gain this bonus to the following domain traits:
Chasse: Blood Cult, Envoy, Fang Gang, Hunting Party,
Plumaire, Questari, Regency, Sbirri
Lien: Champions, Corporate, Family, Gatekeeper,
Vehme
Portillon: Cerberus, Commando, Day Watch,
Maréchal, Saboteur, Watchmen
Coteries without domains (Fugitive, Nomad) may
add their extra dot to Contacts or Retainers instead.
Dissolution and Destruction
If all its remaining members agree to dissolve the
coterie, every member recoups their Advantages
and the process likely goes more rapidly with no
institutional inertia (or intentional slow-walking) to
oppose them.
When a coterie member who invested a lot into
the coterie is destroyed their bequest of Advantages
remains at the disposal of the coterie but as detailed
above no longer have any plot protection. If these
legacy Advantages are ever damaged, destroyed or
exhausted they can only be replenished or regained
through the fresh expenditure of experience by a new
player character (Vampire: The Masquerade, p. 180).
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longer a member though these Advantages will
fade or degrade over time and the storyteller no
longer has to abide by the same consideration for
destroying these Advantages as they are no longer
attached to an active player character (Vampire:
The Masquerade p. 180).
COTERIE VERSUS PERSONAL BACKGROUNDS
The coterie as a whole possesses coterie Backgrounds,
not the individual vampires in it (Vampire: The
Masquerade, p. 196). This may raise questions on
what happens when one of the Kindred uses personal
and coterie Backgrounds together. Personal and
coterie Backgrounds don’t stack. However, when
a character possesses both, they normally get an
additional attempt at a task related to the Background,
or access to another passive opportunity. For example,
if a vampire has both coterie and personal Fame, they
have two chances to lean on it to get preferential
treatment at a nightclub — but other clubgoers have
twice as many opportunities to recognize them. These
extra chances don’t happen when both Backgrounds
cover different Domains. A vampire in Baby Chorus
who’s also a well-known physicist only stands an
enhanced chance of recognition if the band plays at the
University of Chicago.
Individual vampires who free-ride on their coterie
Backgrounds too often set themselves up for payback
or worse from their fellow coterie members.
Coterie Backgrounds stand and fall together. If you
all slumber in a coterie Haven and it’s burned out by
thin-blood arsonists, nobody has a Haven to fall back
on. If you depend on your coterie Mask, when an
NSA database search cracks your fake ID, everybody
gets flagged up together in the system.
Coterie Merits
BOLT HOLES • TO •••
The coterie’s domain covers an unusually large (or
confusing) area. While controlling so much territory
can be a logistical challenge at times, the advantages
far outweigh the drawbacks. Every dot in the Bolt
Holes Merit (to a maximum of three) gives the
coterie a bonus die when trying to escape detection
or evade pursuit when within their domain.
This Merit may play into other dice pools at the
Storyteller’s discretion.
ON TAP • TO •••
Your coterie goes out of its way to create an
atmosphere within your domain that instills a
preferred Resonance in your prey. When taking this
Merit choose a Resonance. Whenever hunting in
your domain you can add dice equal to the rating
of this Merit to find a victim with the specified
Resonance.
PRIVILEGED •••
The coterie has been granted special rights beyond
that usually afforded to Kindred in their sect.
Determine the remarkable deed you or perhaps one
of your sires did to earn this unusual favor. Ideally,
connect it to your coterie type: your Gravekeepers
exorcised a dangerous wraith, your Questari solved
a vexing murder that prevented the Court from
dissolving in vendetta.
Regardless of the reasons, the coterie cannot be
punished for a specific crime that would see other
Kindred ostracized or destroyed. The Storyteller is
the final judge, but examples include being allowed
to feed in areas off-limits to others, being allowed to
openly carry weapons in Elysiums, or even a blanket
Coterie Advantages
Coterie Advantages can only be bought with coterie
dots or by taking coterie Flaws to offset the cost.
Coterie Merits and Flaws affect the coterie as a
whole, and all characters who openly associate as
members of the coterie. Vampires that keep their
allegiance a well-guarded secret may be able to avoid
some of the consequences of their coterie’s Flaws,
but will also miss out on being able to access the
coterie’s Advantages.
Unlike character Advantages, those associated
with a coterie can persist even if the character who
purchased the Merit or Flaw is destroyed or no
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permission to Embrace childer within their domain.
While this immunity can be revoked if abused,
as long as the coterie backs the winner it usually
remains in place even through changes in a city’s
leadership.
prestation, your coterie enforced their will and many
have not forgotten. The coterie has a one-die penalty
on all Social dice pools (except Intimidation) when
dealing with other vampires in the city. This Flaw
does not apply to dealings with their old master’s
cronies and henchmen.
TRANSPORTATION ••
CURSED (VARIES)
Getting around the city is never a problem for
members of your coterie. A small fleet of luxury
vehicles and drivers (Driving 6) are at your group’s
disposal on short notice. Also, once per story the
coterie can call upon a rare or expensive vehicle
such as a helicopter or bulletproof SUV for a night.
The death of a driver or destruction of too many
cars makes this Merit unavailable for short periods
as determined by the Storyteller.
A mystical curse afflicts everyone in the coterie
while outside their domain. The coterie decides on
a Mythic Flaw (Vampire: The Masquerade, p.
182, and pp. 120–121) and takes the same number
of dots in Cursed. They can pick multiple Folkloric
Blocks or Banes. (For these purposes, consider
Stench (p. 120) also a Mythic Flaw.) Whenever they
are outside their domain, they suffer the drawbacks
of their chosen Mythic Flaw.
Coterie Flaws
CUSTODIANS (••)
The Kindred of this coterie have a particularly
odious or inconvenient responsibility within the
city. While they gain no status or compensation
for taking on these duties, if they ever fail or shirk
BULLIES (•)
Your coterie is associated with a dark time when a
tyrant Prince, corrupt Baron, or capricious Emir
ruled the city. Whether willingly or because of
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this responsibility they risk censure, dishonor, or
even death. The exact nature of this responsibility
is left up to the coterie and the Storyteller to
devise but common custodial tasks include
cleaning up after parties at Elysiums, checking the
Prince’s gates just before dawn, tending elders or
other torpid vampires, babysitting fledglings of
politically powerful sires, or leaving offerings at
graveyards or temples.
If the coterie should ever fail at their task or refuse
to do it they lose one dot from their Status within
their sect until they make amends and return to their
service. (Lose coterie Status first, then individual
member Status dots.) If they lose all Status, the
coterie also becomes Suspect, but retains this Flaw
as well.
discretion. When the coterie returns, it takes a
month of their constant presence within their
domain to repair all penalties that have accrued.
Coteries with no dots in domain traits cannot take
this Flaw.
UNDER SIEGE (••)
Your domain is under attack and the powers that
be seem content to let you handle it without their
aid. The nature of your antagonists is up to the
coterie and Storyteller to decide: lupines, the Order
of St. Leopold, the Sabbat or another opposing
sect, or a rival (and politically protected) vampire
coterie. These invaders constantly test your
defenses and capture key pieces of your territory
without resorting to open violence or breaches of
the Masquerade. Once per story the storyteller can
reduce one of your coterie’s domain traits to one
dot or deny the usage of one of your coterie Merits
or Backgrounds as your rivals attempt to chisel
your territory out from under you.
TARGETED (•)
A mortal vampire hunting agency or some other
threat knows that Kindred operate in your coterie’s
domain and have penetrated at least some of your
defenses in the past. Your coterie may even be in
some Vatican filing cabinet or FIRSTLIGHT
database. Your coterie’s Portillion rating is halved
(round up) against this threat.
Coterie Boons and Debts
Use the same costs and systems for individual
character Boons and Debts (p. 115) for Coterie
Boons and Debts.
When a coterie possesses a boon or debt, any
member of the coterie may call upon the boon, or
suffer under or discharge the debt.
TERRITORIAL (•)
The power base of this coterie is intrinsically linked to
a few key pieces of territory that require their constant
presence. If the coterie ever leaves the city for extended
periods of time or fails to maintain a presence in their
domain, it degrades or suffers damage.
For every week the coterie is absent from their
domain it suffers a one-dot penalty to all domain
traits (Chasse, Lien, Portillon), though a trait can
never be reduced below zero in this way. If only part
of the coterie remains in the city, they must divide
their time and attention: remaining members can
reduce their hunting pools by one die (two dice if
only one member remains) every night to prevent
this domain trait penalty.
If the coterie’s domain traits are all reduced to
zero or if their absence is especially lengthy, they
may lose their territory altogether at the Storyteller’s
Expanded Domain Creation
A coterie is defined by its domain as much as by
its purpose. This section presents players and
storytellers with new options to customize their
hunting ground. A coterie’s territory can cover a
few connected alleyways or be scattered across the
city. Vampires rarely limit their ambitions to the
lines on a map. A city’s geography can certainly
present challenges, but more often the mortals and
institutions in their domain shape the coterie’s
options and even their destiny.
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Kindred Geography and Domain
Types
types such as Fugitives, Gatekeepers, Nomads, and
Watchmen are most common on the outskirts of a
city, and the Commandos may base here far from
watchful eyes. A Family mansion might be out on its
own sprawling acreage.
The political map of a city often differs from its
geography, but certain realities cannot be avoided
even by the undead. For instance, ports and
waterside cities depend on trade and those areas
have a constantly shifting population of visitors
and laborers even if heavy industry has given way to
tourism or high-rise condos. Influencing the levers
of power within a city often means having access to
its mortal political, economic, and social leadership,
but above all else it is the flow of blood in the streets
that truly maps the city.
Where mortals concentrate within a city begins
with climate and geography, though history and
local government policies sometimes play an
outsized role as well. A downtown area devastated
by an economic collapse could be flush with prey
as residents commandeer empty buildings as
community housing, but the lack of traditional
law enforcement to infiltrate could make it a
more challenging hunting ground. While you
can map out the vampire population onto a city’s
geography, it’s often best to abstract a city by how
an area serves the interests of the Kindred that
feed on and exploit the mortals there. It’s rarely
possible to cleanly divide a city into different
domain types, but they can serve as a guide for
players and Storytellers alike when thinking about
where coteries are based and how they shape the
communities around them.
THE BORDERS
Usually marked by the terminus of public
transportation, the border areas of a city are dotted
with suburban communities, big-box stores, and the
occasional airport. These domain types are places of
transition, where a vampire sect’s claims of control
and authority tenuously begin. The ruling class
is often more concerned with order in these areas
than in the meticulous interpretations of law and
tradition. A Prince rarely makes an appearance in a
border area, but their more dangerous servants keep
a constant presence.
The city’s Scourge makes the border their
playground, and makes an example of any coterie
unwilling to keep their domain clear of thin-blooded
undesirables and other potential Masquerade
breachers. Hunting on the border often means
competing with nomads and thin-bloods. The slim
pickings in these domains also means that herds
usually have to be regularly moved and guarded
to avoid having the pantry raided by rivals. Border
domains aren’t always on the edges of the map:
a city with a particularly busy train station could
have a border domain in its very center. These
domain types attract coteries that have something
to hide or something to prove, such as Blood Cults,
Champions, Fang Gangs, Nomads, Vehme, and
Watchmen. Envoys might also set up in such liminal
spaces, especially near airports and train stations.
OUTSKIRTS AND TERRA NULLIUS
No man’s land. The areas outside the city or
unwanted by the ruling powers. Graveyards,
bodies of water, trackless forests, trailer parks, and
abandoned industrial zones usually dominate these
domains. The few Kindred that claim these areas
are usually independents that refuse to submit to
any sect. The low density of the mortal population
can make hunting precarious, though on the other
hand mortal law enforcement is also slow to catch
on when people start disappearing. Transient coterie
THE RACK
The center of a city’s nightlife, mortals gather to
socialize and escape their dreary lives in the Rack.
Bars, dance clubs, theaters, and restaurants compose
the majority of a Rack’s establishments but an
informal ecosystem of sex, drugs, and violence caters
to those living and dead whose taste have grown
more jaded. The Rack is where many vampires
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THE HEART
first encounter a city’s Sheriff or Constable, the
Masquerade’s chief enforcer.
Hunting in a Rack is usually easy for most
vampires, regardless of feeding habits. Not only are
mortals plentiful at night, but they often wander
the streets inebriated or otherwise distracted from
their usual fears. As a hotspot of feeding vampires,
these domain types spawn Masquerade violations
and they’re often the first place hunters congregate
when looking for easy targets. The combination
of richness and danger makes them ideal domains
for the Prince or Baron to assign to powerful
Kindred who the ruler considers valuable allies
who nonetheless need distractions from their own
ambition. Those Kindred sometimes “sublet” parts
of the Rack to ambitious coteries eager to prove
themselves at the cost of taking some hits at Court.
Day Watch, Fang Gang, Hunting Party, scenester
Plumaires, and Vehme are the most common
coteries in these domain types; Blood Cults and
Sbirri find the Rack good camouflage for their
various subversions.
The economic and political core of the city, the
“central business district” in urban planning
parlance. The heart of the city is not necessarily the
center of town, but where the most vital interests
are physically located. Only coteries very close to the
ruling class receive easy access or exclusive territory
in the heart. In larger metropolises, towering mixeduse skyscrapers crowned by luxury penthouses and
helipads dominate the heart. In some cities, the heart
empties out after business hours leaving a vampiric
food desert; in others, it’s a thriving neighborhood
of upscale stores and eateries catering to the rich.
Cities with high-tech surveillance regimes usually
monitor these areas heavily and sweep up vagrants
and the homeless on sight. Co-opted police and
paramilitary forces, or private bodyguards in some
cities, heavily concentrate in these areas as well, but
their presence remains understated except when a
show of force is required.
Smaller or economically distressed cities may not
have an identifiable heart, or they have a long-dead
one — which may still rest atop its Kindred ruler, of
course. The heart of the city is where you find the
throne. Elders, Primogen, and the top of the ruling
class maintain at least one haven in its confines.
Corporate, Maréchal, and of course Regency are
the most common coterie types found in the heart
of the city, along with Commandos ready to deploy
anywhere. In older cities, Somnophiles cluster
around the previous Heart from centuries ago
which might now be a tourist district or anonymous
factories.
THE PRESTIGE
The social and cultural institutions of a city are
often scattered throughout the metropolis, but some
do have districts where museums, universities, and
other landmarks are concentrated. For Kindred these
places not only attract mortals to their domains, but
signify their authority. Some rulers host Elysiums in
them, while others keep them as “Royal Preserves”
to avoid damaging the city’s reputation amongst the
mortal elite.
Hunting in these domain types is usually rather
limited, both because of the lack of prey and because
of the severe punishments meted out to Kindred
that threaten the Masquerade near an Elysium.
Cerberus and Plumaire coteries find their foci in the
Prestige, and a performing Nomad coterie may play
there. In some cities, the old mansions or palazzos
of the rich cluster here: Family coteries, likewise.
Questari may set up on (or beneath) a university
campus, or convenient to its research facilities.
Quick corporate espionage system: Convert margin
on Larceny rolls to break in, or Technology rolls
to hack, a corporate office here into extra dice on
Finance tests to undermine that corporation.
Domain Merits
Under this alternate system of Domain traits, a
coterie can buy a Domain Merit that boosts a
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Chapter Five: Coterie
specific Domain Trait (Chasse, Lien, or Portillon)
while offering other advantages and opportunities
for the coterie. These boosts count against coterie
prerequisites. Unless noted in the description, the
Merit boosts the relevant Domain Trait by its dot
value: Apartment Towers boosts the domain’s Chasse
by two dots, for example. Merits in this system come
with both good and bad effects, which roughly
balance overall with the basic Domain Trait system.
While a given coterie’s territory may contain
discos, police stations, and cemeteries regardless of
what Merits they take, Domain Merits reflect how
much access they have to these elements and how
central they are to the coterie’s unlife. Domain
Merits are usually associated with a building
or location and each notes what Resonances
commonly grow in those places.
Domain Merits help a coterie define and personalize
their territory in a way that best suits their style and
hunting practices. A coterie that tends their territory
carefully can custom-craft a domain that exudes the
mixture of Resonances and hunting bonuses that they
prefer best. This, of course, invests the players far more
when hungry rivals (or hunters) move in and threaten
the coterie’s artisanal blood farm.
The city’s ruler may exclude coteries with
Shunned (••), Suspect (•), or similar Flaws from
high-value or high-prestige Merits like Nightlife,
City Hall, or Cultural Landmark.
easily infiltrate: subtract one die from your domain’s
Portillon pools against observation or surveillance.
•• BACK ALLEYS (PHLEGMATIC): A good place
to do business out of the sight of the authorities and the
overly curious, providing quick access to sewers, coal
tunnels, cellar networks, and other city infrastructure.
Vampires with the Alley Cat or Montero Predator
Types get one extra die on their hunting pools here.
The rat population adds one die to the Animalism pool
of any Kindred spying on your domain.
• FUNERARY (NONE/MELANCHOLY): This
is often a cemetery, funeral home, or dedicated
morgue. Most dying prey here have no Resonance,
although mourners may present Melancholia.
Kindred with the Bagger or Graverobber Predator
Types get one extra die on their hunting pools here.
Some vampires see Kindred that congregate and feed
in such places as scavengers less worthy of status or
respect, costing the coterie a die from Social pools in
contests against high-clan snobs.
•• GATED COMMUNITY (MELANCHOLY):
A residential area with manicured gardens and
dedicated security. The basic Difficulty for Larceny
tests and similar here equals the Resources dots for
the average resident: a Middle-Class development
has Difficulty 2, an Ultra-Rich one has Difficulty
5. Once entered, Sandman Predator Types add
one extra die to their hunting pools. The mortals
living in these communities are often highly
educated professionals or retired military and a
good source for Allies, Contacts, or Retainers with
specialized knowledge and skills. They also may
have law-enforcement contacts themselves, and get
a respectful hearing when they describe strange redeyed burglars. Storytellers may deny this Merit to a
coterie located in the heart of a city.
CHASSE MERITS
A domain’s Chasse trait determines its size and the
ease of feeding there. Certain landmarks, institutions,
or features within a domain can boost this Trait and
feeding patterns that synergize well with it.
•• APARTMENT TOWERS (ALL): A few very
densely packed residential buildings filled with prey
with a standard mix of Resonances. Vampires with
the Extortionist Predator Type get one extra die on
their hunting pools here. These buildings appear in
almost any part of a city and often become the focus of
conflicts between coteries with neighboring domains.
High turnover means enemy observers can more
•• HOSPITAL (MELANCHOLY/PHLEGMATIC):
This is usually a larger institutional medical facility
with an attached morgue and psychiatric care
facility. Depending on where the coterie is located,
the facility could instead be a dedicated mental
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••• CAMPUS (CHOLERIC/MELANCHOLY):
health asylum, a medical research establishment,
or a sprawling assisted living facility for the elderly.
Vampires with the Bagger, Consenualist, Grim
Reaper, or Trapdoor Predator Types get an extra die
on their hunting pools here, as do pools to obtain
bagged blood or medical supplies. Hunter groups
with a religious or medical background get an extra
die to their pools to infiltrate your domain.
A university, major library, or research facility that
focuses on academic pursuits. Using its facilities
after hours, it provides the equivalent of two
dots in the Haven Merit Library (Vampire: The
Masquerade, p. 189), although access is limited at
night and requires break-ins or a Mask that provides
justification and clearance. Hunter groups with a
religious or academic background get an extra die to
their pools to infiltrate your domain.
••• NIGHTLIFE (CHOLERIC/SANGUINE): An
area of businesses dedicated to serving food and
entertainment open late into the night. Vampires
with the Montero, Pursuer, Scene Queen, Siren,
or Trapdoor Predator Type get an extra die on
their hunting pools here. Kindred from other
territories may also be willing to pay in boons for
feeding access to this area. Any 1 rolled in a hunting
pool here means the target has enough drugs or
alcohol in them to taint their blood (Vampire:
The Masquerade, p. 310). City government and
organized crime elements have extra leverage here:
add one dot to those Influence types here, for your
coterie and your foes alike. Storytellers may deny this
Merit to a coterie located in the outskirts.
••• CITY HALL (PHLEGMATIC): The seat of the
city government or possibly an office building where
a lot of the city’s bureaucracy does its work. The
coterie can wager these dots in political or urbandevelopment Projects (Vampire: The Masquerade,
p. 417). Records access grants the coterie the
equivalent of one dot in Mask for city records (land
titles, driver’s licenses, tax papers, etc.). Foes (mortal
or Kindred) with Influence in city government
add one dot to pools to infiltrate your domain.
Storytellers may deny this Merit to a coterie not
located in the Heart of a city.
•• CULTURAL LANDMARK (CHOLERIC/
SANGUINE): These locations are usually cultural
•• SHELTER (CHOLERIC/MELANCHOLY): Either
a homeless shelter or an encampment of houseless
mortals. Vampires with the Alley Cat or Sandman
Predator Types get an extra die on their hunting pools
in the Domain. Any 1 rolled in a hunting pool here
means the target has drugs or alcohol tainting their
blood (Vampire: The Masquerade, p. 310). The
mortals that live in these communities often know a
lot about street life and make good Allies, Contacts,
or Retainers with specialized knowledge and skills.
Storytellers may deny this Merit to a coterie located in a
prestigious area in the city.
centers, art museums, sports stadiums, or famous
landmarks, but they can also include tourist traps,
zoos, or aquariums. During event hours, your
Portillon lowers by one dot, as crowds of outsiders
flood into your domain. If animals are kept on
the premises, vampires with the Farmer Predator
type gain an extra die on their hunting pools here.
Coterie members can leverage their access to this
location for an extra die in appropriate Social dice
pools: to get in just before closing, to arrange a
party, to trade tickets to a prestigious opening (or a
deluxe fast pass) for a minor boon, etc. If an Elysium
regularly occurs here, it costs an extra dot but grants
a two-dice bonus on Etiquette pools with vampires
of your sect and on all tests to pick up Kindred
gossip. Storytellers may deny this Merit to a coterie
located in the outskirts of a city.
LIEN MERITS
The Lien trait governs the coterie’s ability to
manipulate, control, and interact with the mortals in
their domain. Many of these locations grant bonuses
depending on the type of actions the coterie requires
from their mortal subjects.
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•• MARKETPLACE (MELANCHOLY/
SANGUINE): A place of commerce and trade such
business. Any haven the coterie establishes within
this facility gains one dot in the Cell and Postern
Merits, but always has the Creepy Flaw. Unless the
coterie uses their Influence, there is always a risk that
the location gets demolished or renovated.
as a shopping mall, port harbor, or trade district. The
coterie can wager these dots in economic Projects
(Vampire: The Masquerade, p. 417). Add two dice
to appropriate Social or Finance pools: e.g., to source
an item or ingredient, pick up stock tips or other
insider info, or hide a body (in a harbor district).
These areas are also heavily patrolled by mortal law
enforcement and rife with electronic surveillance;
lose two dice from any Stealth or similar pool here
against hunters or Kindred foes with law-enforcement
connections. Kindred rarely fight over strip malls,
but organized criminal gangs and federal authorities
are very sensitive to any disruptions in a port or stock
exchange.
••• FIREHOUSE (CHOLERIC/MELANCHOLY):
This firehouse has a full fire engine crew vigilant to
threats against your coterie’s haven and holdings.
Any attempts to burn the coterie out of their haven
or destroy their holdings fail or have very limited
success unless this facility is neutralized.
•• POLICE STATION (PHLEGMATIC/
SANGUINE): A police precinct full of heavily
armed police. This Merit comes with a low-level
clerical or IT contact in the precinct, who can add
two dice to pools attempting to trace infiltrators
into your domain. However, if the police (or an
agency operating through the police, such as the
FBI in America) moves against the coterie, subtract
two dots from both the domain’s Portillon and
their Haven Merit to resist. Many Anarch Barons
especially advise against making the police your
domain’s primary line of defense.
•• MEMBERS ONLY (SANGUINE): An exclusive
venue or club that serves a dedicated clientele paying
for privacy and luxury. This could be anything from
a university’s alumni clubhouse to a sex dungeon.
Any haven the coterie establishes on the premises
gains one dot in one of these Haven Merits: Luxury
or Watchmen. But of course, any foe who can obtain
membership or an invitation can enter your haven
with impunity.
•• PRISON (CHOLERIC/MELANCHOLY): A
maximum security facility, usually crowded, for
holding prisoners. While controlled by the state,
criminal organizations are tacitly allowed to do
business inside its walls. Add two dice to Streetwise
pools to negotiate favors with criminals inside or
outside the joint, or otherwise leverage their access.
This Merit includes one (Difficulty 3) means of
entry and exit, decided by the troupe: suborned
guard, forgotten maintenance tunnel, contract with
the laundry trucks, etc. A total failure on this roll
launches an investigation, which lowers the domain’s
Portillon by two dots until the end of the story. The
prison’s nearness lowers the domain’s Lien by one dot
to timid mortals and those who consider property
values the most important kind. The Storyteller may
deny this Merit to a coterie whose domain lies in the
city’s heart or prestige areas.
•• TRANSITIONS (MELANCHOLY): This is a
halfway house or addiction treatment center that
helps people reintegrate into society. The coterie
gains one dot in the Herd Background that defaults
to the Melancholy Resonance. Hunter groups with
a religious or medical background get an extra die
to their pools to infiltrate your domain. Storytellers
may deny this Merit to a coterie located in a
prestigious part of a city.
PORTILLON MERITS
The Domain’s security and early warning system
against intruders. These Merits expand a coterie’s
options when under threat or securing their haven.
• ABANDONED BUILDING (MELANCHOLY):
This location is a rundown warehouse or foreclosed
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•• TRANSIT (PHLEGMATIC): A series of tunnels,
goal-oriented, which emphasizes actions and deeds.
Esteem among the Banu Haqim follows what they do,
rather than exalting lineage or honoring tradition for its
own sake. Clan members, therefore, take a pragmatic
approach, making allies where they must in order to
pursue their goals and accomplish their agendas.
Among the Banu Haqim, coteries are heavily
focused. Every group has a goal, whether that is as
judges, enforcers, or exerting influence over a sector
of mortal infrastructure.
In more cosmopolitan coteries, Banu Haqim
may find themselves the recognized motivational
force in a coterie. They gravitate toward roles in
which they determine the direction of the group,
or interpreting commonly agreed objectives. Banu
Haqim Kindred regard this as leadership — other
vampires, however, can chafe at what they perceive
as being ordered around, especially young Kindred
who aren’t necessarily seeking a regimented or taskoriented dynamic in their coteries. Interactions with
the coterie also vary greatly by the faction to which
a given Child of Haqim belongs. Quite simply,
the methods and fellows of the clan’s conflicting
orthodoxies are different, and whether one shares the
perspective of a number of influential Banu Haqim
high in the clan’s ranks also bears weight.
As always, individual motivations vary, but this
same focus on specific objectives often means
that Banu Haqim membership in a coterie may
be a temporary thing. Almost akin to serial
entrepreneurship, a Child of Haqim may find
common cause with a different coterie that better
suits her. Kindred with whom they have shared a
coterie in the past often remain valuable associates.
Many see value in renewing lapsed relations with
reliable Kindred to rejoin a coterie or form a new
one after departing it.
For the Clan of the Hunt, new prey is ever on the
horizon.
warrens, or forgotten buildings connected to an
active public transit station. Any haven the coterie
establishes within this facility gains two dots in
the Postern Merit. Add two dice to pools to evade
pursuit on transit, summon rats with Animalism,
or any other test relevant to subway tunnels. On
the other hand, Nosferatu and other subterranean
dangers can bypass these two dots in Portillon when
infiltrating your domain.
Clans and Coteries
Every Kindred is an individual, but clans represent
both prevailing archetypes as well as social functions
by which vampires seek progeny of like mind. The
following sections describe a generalized outlook
for how members of each clan might interact with
coteries they join.
Merits of Membership
To this end, each also includes a specific Clan Coterie
Merit that a Kindred of that clan can purchase at
character creation, or the coterie as a whole can
purchase during coterie creation. The benefits of
these Merits can be generally activated or enjoyed by
anyone in the coterie, a sort of group resource that
can either be called upon collectively or that benefits
the entire coterie. After all, coteries exist to offer safety
in numbers, despite what insular elders or suspicious
ancillae may think — and that safety in numbers
sometimes comes in the form of advantages that can
put those vampires a step ahead of a rival. Note that in
some cases, only one member of the coterie can use a
given Merit in a session, on a who-needs-it-most basis.
Banu Haqim
Outsiders often stereotype the Banu Haqim
as driven, somber, and severe. In general, the
children of Haqim have little interest in countering this
perception. Clan culture rewards those who are
CLAN COTERIE MERIT: CALL TO
PURPOSE ••
Once per session, the Banu Haqim motivates a
coterie-mate they can see with a rousing statement
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reminding her of her Convictions or even an intense
stare that calls her to action. The coterie-mate gains
the effects of a Willpower point that must be used
immediately, such as to reroll three dice or to briefly
master a frenzy. This “Willpower point” isn’t taken
from the Banu Haqim, and must be given to a coteriemate. The Banu Haqim cannot use it on themselves.
See Vampire: The Masquerade, p. 158, for more
information on using Willpower.
coterie-mates’ attitudes don’t cause static with a Brujah
colleague, they’re willing to kick against the pricks with
anyone by their side.
Those who join coteries with Brujah often find
the closeness of those bonds to be one of the most
memorable and integral factors. The unique familial
surrogacy that Brujah may instill (or project...) upon
a group is unlike that of any other clan. Yet a coterie
for a Brujah is not a transactional “team” but rather
something more. Earning the trust of a Brujah, especially
one who particularly values loyalty, is often enough to
inspire these vampires to powerful displays of unity.
Brujah
Brujah sires often Embrace on a whim, in the
throes of emotion, or seemingly without the
discretion of other clans. Apocryphally, some
domains are so rife with Rabble, it’s almost impossible
to find a coterie without at least one Brujah!
Perhaps that’s to be expected given their history.
The Brujah are descendants of ancient warriorphilosophers, rebels against oppressive causes, or
crusaders against perceived injustices. In such times,
Brujah relied on coterie-mates to watch their backs
and conspire to bring down those who would wield
power against them. Tonight, this premise hasn’t
changed, whether it now manifests as revolutionary
cells dedicated to overthrowing a corrupt social
system, or as outlaw biker gangs that kneel to no law.
This might make them come across as hard cases
and solitary iconoclasts, but that’s rarely true. The
emotional call that brought them into the night
sustains them. Brujah look to Kindred coteries as
comrades in arms or even siblings. A coterie is as
close to family as vampires can afford.
Brujah don’t necessarily care if you’re a Nosferatu
or a Malkavian. So long as you’re trustworthy and
reliable, they’re ride-or-die for you. What often matters
to a Brujah is that the coterie is pulling in the same
direction (though this might be a lofty goal, given the
contrarian tendencies of the Brujah...). That’s not to
say that some preferential attitudes or power struggles
don’t exist, whatever form the safe house takes. But the
Anarch movement has grown and the Brujah fortunes
have risen in the modern nights, and so long as their
CLAN COTERIE MERIT: BOOT AND
RALLY •
Sometimes the best way out of a bad situation is to
try again, harder, while a frenzy-prone coterie-mate
impresses upon you the error of your ways. Once
per session, the Brujah inspires a flagging coteriemate, who may then reroll all regular dice on a failed
Physical Skill test.
Gangrel
Kindred have become so disconnected
from their roots, from their primal nature,
that they can no longer survive without edifices of
brick and glass. Kindred have grown so spoiled and
dependent upon the luxuries these modern nights
have brought them that they have forgotten how to
survive without. The Gangrel have not forgotten
these things. The Beasts acknowledge their true
nature, claiming territory for themselves where they
can in the global landscape, whether in perilous urban
spaces or the differently dangerous unknown domains
between them.
For the Gangrel, a coterie is just a pack by another
name, and a pack is a group of individuals working
toward a common cause, ensuring that everyone is
kept safe. As the adage goes, the lone wolf dies, but
the pack survives. While not all Gangrel consider
coteries and packs interchangeable, even they can’t
deny the similarities in practice. Any coterie with a
Gangrel among its number has little to fear should
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a physical threat arise, for few clans are as strong or
tenacious as the Gangrel in combat.
In addition to bearing puissant tooth and claw,
Gangrel sometimes pull double-duty as pathfinders
to those seeking safe passage through known
hazardous territories. In the rare instances a coterie
deigns to travel outside the gilded cages of cities, its
members become acutely aware of the benefits that a
Gangrel member gives them.
have thought long gone, and that information
makes the Hecata valuable to others in return. And
since information is such a valuable currency in the
world of the Damned, many coteries are willing
to endure the social cost of such unwholesome
fellows. The Hecata gain greater facility with the
temporal world and the coterie gains access to a
shuddersome vein of secrets.
This may seem transactional, and to an extent
it is, for which the Hecata bear the responsibility
of those assumptions. In both their necromantic
acumen and the dealings of the Giovanni family, the
CLAN COTERIE MERIT: PACK TACTICS •••
A lone wolf against an enemy risks much, but a pack of
wolves working together can take down even the largest
and most dangerous prey. When in combat, so long
as you have another member of your coterie alongside
you, you more effectively harry your common foe:
Anyone attacking the same enemy as you adds a single
die to their dice pools for Brawl or Melee attacks.
This Merit is non-cumulative; no matter how many
Gangrel with it gang up on some poor fool, it offers
only a single additional die to each of them.
Hecata
The Hecata have managed to carve out a
place for themselves in innumerable
domains, yet frequently find themselves considered
an unwelcome presence. Although the Kindred as a
whole might view the Hecata as distasteful, one can
always count on them to give an unvarnished
opinion, if not an honest one.
It is perhaps their narrow focus that makes
the pragmatic Hecata realize how greatly they
rely on other Kindred, as a greater society and as
individual members of coteries. Their affinity for
the dead and ability to speak to spirits means that
they have access to information that others may
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Hecata have come to perceive many of their nightly
interactions as exchanges — this placation of a spirit,
that favor for the Toreador harpy. Such a calculating
outlook colors others’ perception of them, but that
makes coteries in which they are truly accepted
and understood as individuals rather than tools all
the more meaningful. And those who surround
themselves in the remains of the dead take comfort
in willing contact with others where they may.
unto the ranks of neonates. Although few Kindred
tonight receive their peers and lessers in baroque
churches floored in black-veined marble, the same
proprieties among fellow Damned may be made
in a hotel ballroom or even on a nightclub floor.
The quality of the relationship is celebrated in the
ceremony that acknowledges it.
While other Kindred may maintain certain wariness
in welcoming a Lasombra into their coterie, it is
undeniable that Night Clan vampires bring with them
a multitude of benefits. Their affinity for shadows and
the use of Oblivion make them valuable to coteries
whose preferred methods involve secrecy, espionage,
and hidden movement. Stories of Lasombra willing to
sacrifice coterie-mates for their own immediate benefits
are probably overblown... but dealing with “the sins of
the fathers” is ironically a burden many Lasombra bear
when it comes to reputation.
CLAN COTERIE MERIT: ARS MORIENDI ••
Almost all members of the Hecata clan are at least
cursorily familiar with death and the dead. Once per
session, the Necromancer is able to mask the corpse
of someone killed by a member of the coterie. They
can disguise foul play in the case of a mortal corpse,
or protect the Masquerade by making the remains of
a destroyed vampire (usually a brittle skeleton unless
the vampire was very young) draw less attention,
usually by efficiently disposing of it. These are
quick-and-dirty fixes, though, and will not divert
someone already on their tail, but they can provide
some proverbial breathing space to the coterie.
CLAN COTERIE MERIT: AT ANY COST ••
The Magister sets a ruthlessly effective example for
their coterie-mates. Once per session, a member of the
Lasombra’s coterie can choose to add two successes
to a test made. The test is then considered a messy
critical, including appropriate negative consequences.
Lasombra
Malkavian
Few clans are as ruthlessly efficient as the
Lasombra when it comes to achieving goals.
Whether crushing rivals or consolidating influence, the
Lasombra take no half-measures. This drive for success
leads them to being the allies everyone wants, but no
one wants to admit they need. From a classical
economics perspective, the Lasombra see coteries as a
tool, a means to an end to drive their success. Success
brings reward, of course, and even failure brings growth
through tribulation. Steel is forged in the fires of
adversity.
That doesn’t mean the Lasombra see the
individuals in their coteries as tools, however. With
their clan history of exalted rank and ecclesiastical
power, elder Lasombra are familiar with intricate
webs of obligation, favor, and elective cooperation
upon which legacies are built, and these lessons
pervade the self-mythology of the Magisters, even
Each Malkavian’s view of the world is so
individually misaligned with those around
them, even within their own clan, that it can
pose a significant challenge for such a vampire to
find someone willing to see the world from the
Malkavian’s own unique perspective. Oracles often
have an optimistic outlook toward coteries, seeing
them as a chance for social interaction they may
otherwise struggle to indulge. As a result, the
potential to form social bonds with others in a
coterie can be both exciting and terrifying.
Malkavians want to relate to their Kindred, but their
bane makes it difficult to do so.
Occasionally, a Malkavian’s senses may propel
them into the limelight, yielding the chance to enjoy
the adulation of other vampires, while at other times
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Everything. The Setites want to be everybody’s
confidante, and want to stay close to those in their
coteries, making sure that the group’s needs are met,
no matter what those needs might be. Viewing the
world as a marketplace, Ministry Kindred strive to
ensure that they can offer everything their fellows can,
but better. If you need guns, they’ll give you a silver
they feel an overwhelming urge to withdraw and
shut themselves off from those around them. Social
interaction can be particularly demanding for the
Malkavians, and trying for the other members of
their coterie.
Not all vampires, of course, are interested in
taking the time to form an emotional support
structure for Malkavian Kindred. For some
vampires, their view of the Malkavians’ curse is
colored by the prejudices that they carried in mortal
life — Kindred society is replete with fear of the
Malkavians’ difficulties relating.
Some Kindred, especially those raised in a less
enlightened age, may view a Malkavian’s bane as
judgment for their sins, a trade-off for their “gifts”
of insight, or simply a tool to be exploited. One
apocryphal elder sequesters a Malkavian in an
iron-lined coffin, staked and sealed in perpetual
night. This wretched Malkavian emerges only at
the whim of this cruel coterie-mate, thereafter to
be sealed away again for God only knows how long.
Few Malkavians would choose to be part of such an
arrangement, making for quite the cautionary tale.
CLAN COTERIE MERIT: EVERYTHING IS
CONNECTED •••
The Malkavian is able to extract secrets from the
most unlikely sources, such as discerning the
location of an elder’s vault from someone’s casual
exchange about the weather or unearthing an
adversary’s deepest fears from the way they take
a right at an intersection. Once per session, the
Malkavian has the ability to let another member of
their coterie substitute one Skill pool for another of
their choice (that they possess) in a test involving the
gathering of information. The Oracle is then able to
interpret the results, gaining the same information as
the original pool would have yielded, depending on
the margin of success as usual.
The Ministry
To hear a member of the Ministry tell it,
they can bring everything to a coterie.
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Lexus with a trunk full of AR15s. If you need vitae,
they’ll bring you blood from vessels high on top-shelf
heroin. If you need to get out of the country, they
know a guy with a private jet. If you need a herd,
they’ll give you a key to their downtown apartment
where a number of unidentified refugees are “couch
surfing until they find a permanent place to stay.”
Often, this means that the presence of a Setite
within a coterie introduces an element of quid pro
quo. The Ministry can provide for their fellows, but
may expect favors and social benefits in return. Such
recompense could be a widening of the Tempter’s
network of connections or even recruitments for
their spiritual flock. For the Ministry, this in no way
precludes social bonds or represents an exception
to forming alliances. The Ministry would rather
deal with their local community, starting with their
coteries. What better customers than people who
know the people one knows, after all?
Those who share a coterie with a member of the
Ministry are generally quite aware of this. Canny
vampires are quick to take advantage of the benefits
of maintaining ties with the Setites, even if they’re
cautious of the Ministry’s ulterior motives. Some
vampires may balk at the idea of working with the
Ministry, fearful of what scheme the Tempter might
be working right under the coterie’s nose. In truth, the
Ministry Kindred is often entirely upfront and even
honest about their intentions. Nobody wants to deal
with an oily used-car salesman, after all. If the Tempter
were to double-cross, betray, and scheme their way
through their unlife, they would find their reputation
catching up with them! It can hardly be their fault if
their customer wants something to be true other than
what the Setite is offering. Let the buyer beware.
not expose any deep schemes or mysteries, especially
if the coterie is unaware of them). The character
who interacted with the Storyteller character in
question describes the encounter.
Nosferatu
So far as many Nosferatu are concerned, a
coterie is a makeshift family unit, and the
clan is already a member of one of the
largest family units that exist. A Nosferatu’s bond
with other Sewer Rats is potentially already strong,
in no small part due to their nature as outcasts
among Kindred society. Whether dwelling in
underground warrens or remote hideouts, many
Nosferatu come to view the world as a binary: the
host of “presentable” Kindred, and themselves.
This pragmatic outlook creates an interesting
consequence, in that Nosferatu tend to be fairly
open-minded in terms of which coteries they
join. A single Nosferatu may even be a member
of several coteries at any given time, each without
the knowledge of each other. There’s probably no
attempted duplicity in this; rather, a Nosferatu may
simply compartmentalize their social circles, regarding
one coterie as valuable for one purpose and another
coterie for other goals. One of these might even be an
all-Nosferatu coterie that transcends sect allegiance.
Enterprising Nosferatu across the history of the
Kindred have acted as information brokers, and
many of the clan continue to play this part even
tonight. How they use information, though, can
be intensely personal. Nosferatu may freely share
information with coterie-mates, simply for the
chance to interact with the “beautiful” part of the
world. This in itself is a huge benefit for a Nosferatu
who belongs to a cosmopolitan coterie: The chance
to simply hang out at a nightclub or walk the city
streets under starlight may do wonders to abate the
Orlok’s sense of alienation.
Of course, not all coteries are quite so accepting of
the Nosferatu, and some Sewer Rats simply can’t bring
themselves to trust other vampires. Their unique clan
CLAN COTERIE MERIT: DISCERNING •
Once per session, the Ministry Kindred may discover
something superficial a Storyteller character wants,
so long as any member of the coterie has spoken to
that character during the session, even if the Setite
wasn’t present. This may relate to the individual’s
Desire or Ambition or it could relate to a specific
course of action they were undertaking (but should
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curse presents a social barrier that many Kindred
must strive to overcome. Whilst every one of the
Damned harbors a Beast within, the Nosferatu’s
cursed blood exposes theirs for the world to see.
CLAN COTERIE MERIT:
CONTEXTUAL CONTACT ••
Nosferatu Kindred often know more about
their contacts than the contacts themselves,
being able to leverage niche skills and hidden
talents of their associates and others’. Once
per session, a member of a coterie that has a
Nosferatu with this Merit can add the highest
single Contacts rating of another member of
the coterie to any one test to recover or acquire
information (e.g., recovering deleted data, using
social engineering to acquire a login password,
or rifling a physical file cabinet). The contact
needs to be involved in some way, but the test is
allowed to fall outside their usual area of expertise for
this test only. A Contact can only be used once per
story for this purpose.
When it comes to coteries, the Ravnos’ itinerant
nature has the potential to make them boon
members. They know the best places to lie low in a
domain, having discovered them while evading their
doom, and are skilled at discerning secrets, whether
through subservient animals or inveigled mortals.
These secrets can then be used to the advantage of
the coterie. Rogues keep their ears to the ground,
often hearing of threats long before they garner the
notice of more prominent and therefore powerful.
Whatever other clans may think of the Ravnos, they
often have the ability to come through in the clutch
just as it’s needed.
Almost like they planned it that way.
Ravnos
The Gangrel’s nomadic nature gets the
benefit of the doubt, their Blood being
wilder than most. The Ravnos rarely enjoy such
benefits, and though the Ravnos can be found
almost everywhere, thriving in any environment, the
more conservative Kindred social structures often
regard them as weeds that need to be plucked from
their carefully curated gardens.
A lone Ravnos finds themselves a ready target
for clans that look down on their peripatetic
tendencies. Although the clan cares little for the
opinions of so-called “high clans” who simply
don’t understand the realities of Ravnos unlife,
many Ravens concede that they may have a point:
Some roots are better than no roots. If a Ravnos
wants to survive, there need to be some concessions
made. What better way to develop those roots than
among members of a coterie? Coteries represent
safety in numbers, after all.
CLAN COTERIE MERIT: CRYPTOLECT •••
Being forever on the move means having to find
new ways to communicate with allies. Using coded
language, onomatopoeia, and gestures, this Merit
provides the Ravnos and their coterie with their own
pidgin for the express purposes of communicating
with each other — practically no one outside the
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coterie understands it, short of expert long-term
surveillance. The coterie’s cryptolect is not eloquent
or robust, but can be used to convey high-level
concepts quickly and securely, and isn’t identifiable
as any other language. It also requires face-to-face
presence to function, as its gestures and signs diminish
when observed over phone or video calls. Leaving
the coterie or losing its Ravnos member means the
Kindred are no longer up-to-date on the cryptolect
and can’t use it to communicate subsequently.
Cyclops, or to abandon them to the mercies of a
merciless social order.
With all this in mind, it seems a longshot that any
coterie at all might accept a Salubri compatriot. For
the most part, that’s true, but the players’ characters
are, as ever, the probable exception to the calcified
customs of undead society. Some seek answers to
the Kindred condition, or nurture their connection
to an inevitably dwindling Humanity, to which
the Salubri temperament can be well-suited. On
occasion, coteries with a Salubri member “flip
the script,” themselves becoming the hunters of
antagonistic vampires. This can be a dangerous
approach to unlife, as the Salubri effectively becomes
the bait by which the coterie draws out its enemies.
Whether they’re doing this to spit in the eye of
domain politics, or to seek some sort of redemption
through a purge of debased Kindred is a matter of
coterie choice (not to mention how honest they’re
being with themselves).
Of course, not every Salubri seeks to subvert the
clan’s status, and some gladly lean into their negative
reputations. If the Kindred want a folk devil, some
Soul-Thieves are perfectly willing to give them one,
and to drag their coterie into hell with them. For
example, a Salubri-led cult of diablerists tormented
the courts of northern Italy in the nights before the
Beckoning became widely known, and persistent
rumors ascribe the leadership of a relentless Sabbat
pack to a Cainite bearing an undeniable third
eye. Given the Salubri reputation, it wouldn’t
be surprising if these tales were blown out of
proportion, but then again….
As a testament to the strangeness of the modern
nights, Salubri occasionally make odd bedfellows
with those who would have traditionally been their
enemies. Among elders and even ancillae, tradition
and propaganda may hold sway, but for young Salubri
and Tremere or Salubri and Banu Haqim coteriemates, centuries-old vendettas might not mean shit,
and are just one more way domineering elders use the
clans to manipulate the Eternal Struggle.
Salubri
What more perilous fellow than a member
of a clan hunted by the pillars of Kindred
society? In almost every case in the modern era,
especially in the nights immediately following their
Embrace, Salubri join coteries for protection. The
odds are usually stacked against them otherwise:
Their clan bears an unjust reputation, and Salubri
sires often arrange their own final death following a
passing on the Embrace. If a Salubri doesn’t make
some valuable contacts, and fast, their nights are
surely numbered.
Salubri ask a lot of the coterie to which they
belong, explicitly or otherwise. Despite the injustice
of their clan’s reputation, Salubri who have spent
any time at all among the Damned know well that
they may tarnish their coterie-mates by association.
After all, any Kindred willing to act on the
prejudices of centuries past probably doesn’t care
what excuses a Soul-Thief’s compatriots might have
to offer. Needless to say, this revelation can strain
relations among a coterie when the Cyclops reveals
the truth of their Embrace — assuming it’s done
electively and not while a blood-soaked Scourge
stands before them.
Assuming the Salubri attempts self-preservation
through secrecy, it’s probably a matter of when,
not if, some other Kindred discovers the truth of
their persecuted clan. Wise coterie-mates will have
considered this eventuality beforehand, whether
their response is to close ranks and protect the
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CLAN COTERIE MERIT: RESTRAINT •••
Whether from dire need to keep a low profile, or
true moral conviction, Salubri are often paragons of
self-control, a trait that can rub off on others. Once
per session the Cyclops can restrain the Beast of
another coterie member in their presence, enabling
them to reroll all (and only all) of their Hunger dice
in a test for free.
Toreador
If it’s exclusive access to the inner circles
of power or the dangerous proximity to
fame you seek, look no further than the Toreador.
The Divas have the knack for homing in on the
desires of others and turning them to their own
gain. While the Ventrue like to brag about their
successes and pedigree, the Toreador watch from
afar with an air of smug satisfaction. Sometimes,
it is better to show and not tell.
Few understand the social needs of Kindred more
than the self-styled doyennes of Kindred culture.
The clan boasts of invite-only salons whose guest
list may as well read as a who’s who. Connected at
every level of society, from the perennially popular
to the brightest rising stars among the neonates, they
can put you into contact with whomever you desire.
Their reach also extends outside of Kindred society,
and into the mortal world. Ever want to meet your
idol or get a taste of their blood? A Diva can arrange
that. All you have to do is model for a sculpture or
indulge in a night of passion. Such a small price to
pay for doors to be opened.
For the Toreador, les petit salons, as some are
fond of calling coteries, are a regular part of their
existence. They are tiny but extremely valuable
communities in which the Clan of the Rose may
gain new artistic insight or reignite a waning
inspiration, but also to continue to further their
own personal network. Everyone wishes they
were a Toreador, but in lieu of having the Blood
Beautiful, having a Toreador in your coterie often
does the trick. The more important the Diva is to
a domain, the better. It’s easier to get things done
when one can bend the ear of those with high status
and offer the coterie’s luster to them in return. If
one can handle the slings and arrows of Kindred
social fortune and indulge the Divas’ fits of pique,
one finds a strong ally with all the connections they
could ever need.
CLAN COTERIE MERIT: ALL ACCESS •
Whether it’s the premiere of a film by a budding
auteur, a fundraising gala for an aspiring politico, or
the dive bar that suddenly has a dress code because
it doesn’t like the looks of you, you know how to
get yourself in — even without an actual invitation.
Once per game session, when a coterie is faced with a
barrier to enter a mortal event or facility, they can get
past the bouncers or security guards by being on the
guest list or having a connection to whatever passes
for owner or patron. This applies only to situations
with some kind of door staff or guest list; it doesn’t
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circumvent security systems, mystical wards, or the
like, and the Storyteller is of course free to block
entry if this would somehow short-circuit a story
(but should then provide the players with a juicy
clue instead).
Advantage (or a lower-dot Advantage from that
same Loresheet) that someone else in the coterie
possesses, including clan-specific Loresheets, at the
Storyteller’s discretion. This additional Loresheet
Advantage is usable only for the game session,
and any knowledge supposed by the Loresheet
Advantage is not retained thereafter by the
borrower. All other limitations on the Advantage
remain: for example, a “one use per story”
Advantage is expended for the remainder of the
story no matter who uses it.
Tremere
It is difficult to say whether a coterie is
fortunate or cursed to have a Tremere in its
ranks. Many Kindred look upon the
Usurpers as being more arrogant than they have any
right to be, and the Tremere in return see their
cunning and ruthlessness in their pursuit of
knowledge as an advantage that the other clans tend
to dismiss. The Tremere know what they bring to
Kindred society: knowledge and true mastery of
certain mystic secrets.
Blood Sorcery is perhaps the most potent of
advantages to which the Tremere have access that
lend well to their inclusion in coteries. Second is
their ability to quickly adapt to changing situations,
using their keen minds to implement solutions to
the obstacles they may encounter. There is one thing
that is certain: When you have a Tremere in your
coterie, you probably have meticulous accounting,
planning, and resource management on your side.
The Tremere see the value in having connections
to these loose associations of “like-minded” Kindred.
One doesn’t think of the Usurpers as especially
adept in social matters, but their occult networks
offer another way to attain knowledge, whether
through mutual exchange or carefully conducted
experiments that their peers are unaware of — but
that may nonetheless yield a timely edge.
Tzimisce
The Tzimisce are an intimidating force for
any social group, in no small part due to
their demeanor. Most Dragons would
regard the coterie as theirs much as they would
consider an estate or household as their own.
Whether when claiming six blocks as inviolate
domain or executing takeover of a mortal zaibatsu,
relating to a world outpacing them can pose a
significant hindrance. A Tzimisce may, for instance,
see little wrong with controlling the minds of a
score of mortals and may even believe that this is an
act of “subtlety” on account of having left no
bodies in their wake. Of course, the social
dynamics of most coteries operate on a far less
vertical model, but even so, many Kindred may see
a value in feeding the Tzimisce’s ego.
Individual vampires of Tzimisce frequently
consider themselves the most important of all
Kindred, and though they may observe delicate and
fraught hospitalities as a courtesy to their fellows,
this is often a somewhat obvious facade. Dragons
can nurse grudges against other Tzimisce with
enough vitriol to put a Toreador vendetta to shame.
More often, Tzimisce join coteries with members of
other clans. Even though the Voivodes may presume
a certain superiority over their colleagues, this does
not preclude affection, as peculiar a form as it may
take. The Tzimisce perspective is broad, and they
may view coterie-mates as fellows, rivals, compatriots,
CLAN COTERIE MERIT: MULTI-LEVEL
LOREKEEPING ••
Despite the Tremere reputation for jealously
hoarding occult knowledge, many vestiges of the
notorious Pyramid actually facilitate the sharing
of such among scholars of the forbidden. Once per
game session, a single Kindred in a coterie with a
Tremere who has this Merit can use a Loresheet
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attendants, or even vassals under their care. For some
Dragons, coteries are a source of status: something to
be hoarded, cultivated, and ultimately used as a badge
of honor. This anachronistic perspective affords value
to the recognition and prestige of having an entourage
and ultimately being responsible for them, as an Old
World lord might.
The coteries themselves have every reason to
count a Tzimisce among them. After all, being part
of a Tzimisce’s cadre means that you are under their
protection, as the custom of hospitality (or the notion
of ownership...) demands. For coteries of an especially
strong stomach, the powers that a Tzimisce can wield
are often enough to support claims of territory. With
their affinity for manipulating corporeal forms, a
Tzimisce is often equally capable in the Horrid Form
as an aesthetic virtuoso, reshaping coterie-mates into
paragons of physical beauty.
to power” means. The connections an ambitious
Venture cultivates are often their own reward for
a Ventrue’s coterie-mates, whether in the form of
talented and ambitious retainers, well-connected
allies, or the luxuries of extensive resources.
Need to lock down an intersection to occlude a
Masquerade breach? Foreclose on a rival’s haven?
Launder money from a dockside deal? A savvy
Ventrue can do that, and so much more — all you
need to do is ask.
Which isn’t to say that the Ventrue is a magic
wand for the coterie’s temporal problem-solving.
One does not cultivate a Clan of Kings, carefully
building networks spanning centuries with ghouls,
willing mortals, and neonates acting as their eyes
and ears at every level of world government and
aristocracy, by running errands for those less capable
than oneself. God created ghouls and mortals to do
the scutwork, after all. The premise of a Ventrue’s
participation in a coterie is to occupy a position of
value, and if that Blue Blood ends up developing
the coterie into a willing subsidiary of Ventrue, Inc.,
well, the coterie should have piped up earlier if it had
a problem with the value proposition.
CLAN COTERIE MERIT: OLD-WORLD
HOSPITALITY ••
Enter freely and of your own will. At the
beginning of a session, any members of the coterie
who stayed at the Tzimisce’s haven when the
previous session concluded restore an additional
level of Superficial Willpower damage. This
includes shared coterie havens.
CLAN COTERIE MERIT: KINDRED
LEGACIES ••
The Ventrue understand that a vampire’s legacy
carries with it an accounting of the deeds of their
progenitors. For some Blue Bloods, this emerges via
written histories while others may have certain sires
or scholars among their acquaintances. However it
manifests, once per session, a member of the coterie
with a Ventrue who has this Merit may ask the
Storyteller to reveal a piece of relevant information
about the history of a single vampire with whom
they’ve come in contact. This could be something
specific, such as “the Ministry club owner smuggled
fugitive Anarchs out of town after an uprising in
LA,” or more mysterious such as “the allegations
levied against that Kindred’s great-grandsire having
committed diablerie were untrue, but his childe still
carries the shame to this night.”
Ventrue
Those who hold the keys to the kingdom
seek ever to extend their control, and if the
Kindred of the Clan of Kings desire one
thing in common, it is the ability to derive more
power from their existing power capital. Financial,
political, governmental — they cultivate a facility in
every source of worldly power imaginable, making
them the ally everyone wants, but the price of doing
business with them is too costly for the Blood of
many. It may be difficult for Kindred of other clans
to find common ground with the Ventrue without
feeling that they’re competitors or, worse, obstacles.
Coteries that have at least one Blue Blood among
them quickly learn what the phrase “proximity
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Caitiff
true for Caitiff as well, making for strained or even
vicious coteries.
Trust is often in short order so far as the Caitiff
experience it, which can make them wary or even
reluctant members of coteries. One hand washes, the
other, though: If they see that trust not only exists
but is also given, Caitiff may potentially become a
coterie’s most earnest supporters.
To be Caitiff is to dwell in a vampiric
conundrum, missing a particularity of the
Blood that afflicts them with specific
drawbacks, but that likewise leaves them without its
distinctions. On the one hand, the Caitiff is free
from many of the burdensome elements of Kindred
lineage. On the other, much of Kindred society
places a premium on such lineage, and being
without one means that one is on the wrong side of
custom in that venerable society. Post-Embrace,
Caitiff may find themselves in the company of
drug-den broods, satanic covens, transient enclaves
— or coteries of fledglings who watch each other’s
backs in a world of deathless, Byzantine treacheries.
The word “caitiff” itself is an old-form one,
meaning both captive and outcast, in case the
clanless individual needs reminded of their station
in the society of the Damned. Practically speaking,
this societal pressure often drives clanless vampires
in one of two directions. Those Caitiff who are able
to go it on their own likely choose to do so, rejecting
the very society that rejects them and keeping their
own company. Kindred history is punctuated with
clanless Kindred so independent (or so monstrous...)
that they can tell sects to go fuck themselves anyway.
While this is more the attitude of the autarkis than
the Caitiff proper, the latter often creates the former.
In the modern nights, however, many Caitiff
are so young that they’ve spent the entirety of
their pre-Embrace lives socialized in some capacity
or another. To these modern Caitiff, coteries are
natural, especially among the outsider cultures from
which the clanless often emerge. Many hail from
groups already on the margins of society, and thus
already have some experience with being pariahs,
so being an outcast among a different society,
well, same shit, different night. Which leads these
vampires to adopt coteries out of the same desire for
self-preservation that many young Kindred already
do. Unfortunately, the same sorts of straits in which
outsiders find themselves in mortal life often ring
CLAN COTERIE MERIT: VERSATILE
VITAE ••
A walking example of unshackled Blood, the
Caitiff’s versatility is almost contagious. Once per
session the Caitiff can influence a coterie member
with their malleability, enabling them to use a
Discipline power they do not possess (as long as they
have the Discipline levels and other prerequisites for
it) for the duration of the scene.
Thin-Bloods
The great and terrible Curse of Caine has
persisted into this, the Time of Thin
Blood, a harbinger of the End Times!
Certainly, such florid ideas may have little
bearing on the modern nights, but if one thing is
true, it’s that the Embrace passes fewer and fewer of
the characteristics of “full-blooded” Kindred onto
the recipients the longer a lineage extends. And
those who suffer this thin Blood have their own
troubles, an overwrought society of the Damned
notwithstanding. No reliable numbers exist on
how many thin-bloods even exist, of course, so it’s
impossible to guess how many keep each other’s
company and how many mingle with more potentblooded Kindred of greater generation. In addition
to the problems of the Caitiff, thin-bloods face
their own travails.
Duskborn who stay among their own often
don’t have the parlance of that full-blooded
Kindred society, and rarely use the word coterie
to describe their social unit. Depending on the
group’s demeanor, they may not even have a
word for their social unit, or they may lean into
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terms that thumb their nose at social mores —
particularly mortal social mores, as many remain
oblivious to the extent of Kindred presence. Thus
it’s not uncommon to find self-described covens,
packs, prides, gangs, cults, crews, and even murders
of Duskborn. These almost invariably have little
insight as to how greater Kindred society functions,
and exist on the peripheries of established domains,
in ignorance until that terrible moment when the
depth of the Kindred condition reveals itself in the
form of the territory’s actual claimant.
For thin-bloods who find themselves in the
company of vampires with more puissant Blood,
well, it’s similarly too broad to give any accurate
trends. Some duskborn hide the “shame” of their
comparatively poor Blood as long as they can — and
given how many other secrets a coterie might have
among its members, the secret might be safe until
tragic circumstances or even final death do them
part. Yet other thin-bloods make no secret of their
state, and depend upon the “real vampires” to shield
them from the cruelest impulses of Kindred society.
No few undead mentors and Mawlas take to this
role, perhaps finding in it an echo of parental urge,
however perverted by the Blood. And of course still
others can’t be bothered with it, trusting to the thinblood to get their shit together or end up as ashes
trying. Again, the entire occurrence of thin-bloods
at all is too recent a Kindred development to define
their ethnography categorically.
In some cases, thin-bloods find themselves
inheriting coteries almost in the manner of original
sin, Embraced into broods or families that all share
the same sire… whatever that sire’s current fate
may be. These are frequently born of misfortune:
A thin-blood coterie that emerges when a young
vampire without adequate instruction in the
Traditions or ways of unlife accidentally makes
more of their own kind; an Anarch pack Embraced
to undermine the local power structure only to
have those sires destroyed, go missing, or otherwise
become casualties of the War of Ages; or a tragically
uninformed lover pulls their paramour into the
ranks of the Duskborn on a rainy night under the
unfeeling, electric city lights. Whatever the case,
they tread an alienating road unless they find safety
in numbers, which often means playing at the
wicked intrigues of the Damned.
CLAN COTERIE MERIT: MORTAL HEART ••
By simply existing, thin-bloods prove that a bridge
is possible between mortal and undead,
between Humanity and the Beast. Once
per session the thin-blood can remind
their coterie of what it means to be alive,
allowing them to count their Humanity
as one dot higher for a scene. ■
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2 COTERIE TYPE
Coterie Sheet
1
Coterie Name
2
Coterie Type
Members
Chronicle
City
Name
Domain
Description
Chasse
This describes what you and the
other characters do, their purpose for
teaming up.
See the list of coterie types on p. 156.
Based on your Coterie Type (p. 158),
distribute your Coterie Pool points
among the listed Prerequisites. Each
point spent for a Flaw here gives you one
more free point to spend on Backgrounds
or Merits.
If you don’t have enough pool points,
you don’t have to fill the Prerequisites
completely. But if you haven’t filled
your Prerequisites, you can’t spend any
more points on coterie Advantages,
Backgrounds, Domain Traits, or
anything else.
If one of the player characters is a thinblood with the Day Drinker Merit, they
can replace one Prerequisite Retainer
with themselves, and save the dot cost.
Add any Allies, Retainers, or other coterie
Backgrounds from the Prerequisites to
the Relationship Map (refer to core book.
Vampire: The Masquerade, p. 142)).
Clan
3
¡¡¡¡¡
Lien
¡¡¡¡¡
Portillon
¡¡¡¡¡
Domain Merits
Domain Resonance
Coterie Advantages & Flaws
Coterie Boons & Debts
4
Haven or Hangout
5
Haven Merits & Flaws
Chronicle Tenets
Coterie Goals
© 2023 White Wolf Entertainment
1 STARTING POINTS
What city does the chronicle take place in? If you’ve
named your chronicle or your coterie, fill those
names in on the Coterie Sheet on p. 239.
Build your starting Coterie Pool: add one point
per player character. At any time in this process,
players can spend Advantage points from their own
character pools and add them to the Coterie Pool.
There’s a lot of things to buy with Coterie Pool
points, so build carefully! Generally, the most
important things to buy are Domain and Haven, so
you have an allowed place to hunt and a secure place
to sleep.
TYPICAL SECTS AND COTERIE TYPES
Typical doesn’t mean always. Your good story idea
trumps vampire stereotypes.
Camarilla
Cerberus, Commando, Day Watch, Envoy, Hunting
Party, Maréchal, Plumaires, Questari, Regency, Sbirri,
Vehme, Watchmen
Anarch
Blood Cult, Champions, Commando, Fang Gang, Nomads,
Plumaires, Questari, Saboteur, Sbirri, Watchmen
OPTIONAL: STRONG COTERIES
See Strong Coteries (p. 170) if your Storyteller
allows bonus dots to the Coterie Pool.
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3 DOMAIN
What part of the city do you hunt in? Where is your
base of operations? This is your domain, usually
granted to you by more powerful vampires in your city.
If you have extra points in your Coterie Pool, you
may spend them to increase your Domain traits.
Chasse is how big and rich your hunting ground
is; Lien describes how well you integrate into your
domain; Portillon defines your domain’s defense
against intruders. (See Vampire: The Masquerade,
pp. 195–196.)
OPTIONAL: DOMAIN MERITS
These are structures, facilities, and features of your
domain.
If your Storyteller allows Domain Merits (p.175),
you can buy them with Coterie Pool points. Their dots
count both as Merits and as Traits: you don’t have to
buy two dots in Chasse if you buy a two-dot Chasse
Domain Merit!
Note important locations in your domain on the
Relationship Map.
Domain Resonance
trade them in and contribute the points they spent
on them to the Coterie Pool instead.
Once you’ve bought all the Prerequisites for your
Coterie Type, spend any points you have left in your
Coterie Pool on Backgrounds (see Vampire: The
Masquerade, pp. 184–195) or Coterie Merits.
Look at the Possible Extras section of your Coterie
Type description for Advantages that work well with
your coterie type.
Remember, you can always buy Flaws to balance
points spent on Backgrounds and Merits. Make sure
everyone (including the Storyteller) agrees on all the
Flaws you buy!
Clan Coterie Merits: If your character belongs
to a clan, you can buy your clan’s Merit for your
coterie. Caitiff have a ‘clanless’ Coterie Merit.
(See p. 190.)
See also the list of Coterie Merits (p. 171) and
Coterie Flaws (p. 240).
Add any coterie Adversaries, Allies, Contacts,
Enemies, Mawla, Retainers, and other important
characters to the Relationship Map.
5 HAVEN
Resonance is the predominant emotional flavor of the
mortal blood in your domain.
Count up the Resonances from your Domain
Merits. Each Merit counts once, but multiple
Resonances count once for each Resonance. (A
Choleric/Sanguine Merit adds one Choleric and one
Sanguine, for example.) If one Resonance has three
or more Merits, and has more Merits than any other
Resonance, that’s the Resonance of your domain.
Where does your coterie spend the daylight hours?
Does every member of your coterie have their own
Haven or do you want to buy a common coterie
Haven?
This Background is so important, it’s worth
double-checking in its own step, now. Remember
you can trade in individual Haven points on a
common coterie Haven, and you probably save
points on a better Haven than any one character
could afford.
Did you get a Haven from your Coterie Type, or
buy it in the previous step? You can customize it
with Haven Merits and Flaws (see Vampire: The
Masquerade, pp. 188–189; pp. 111–113).
4 ADVANTAGES
Just like character Advantages, but everyone in the
coterie has access to them.
You can buy Backgrounds as a coterie (see V:tM,
pp. 196–197) rather than individually. If some
characters have bought individual Backgrounds they
would rather share with the coterie, their players can
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Chapter Six:
CHRONICLES
Every body is a book of blood;
Wherever we're opened, we're red.
C
— CLIVE BARKER
haracters, whether singly or in groups, drive play. Play cannot
happen without them. We call what happens a story, whether a
Storyteller (or a clever player or six) planned it out ahead of time or
whether it emerged in play and surprised everyone, or whether we
only saw what it all meant when we looked back at it.
This chapter discusses how individual and collective character and player
choices drive that story, the chronicle. Choices made by players – of play style,
and for considerate play, and of what beliefs they plan to center – inevitably
change the game. No matter how carefully anyone planned it out on the
Relationship Map.
Or maybe it’s the Relationship Wiki on your laptop screen. You, all you
players, you decide for yourselves. It’s your chronicle, after all.
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ONCE PER SESSION
Write each rule or event that affects your character (good or bad) once per session on a note card or post an icon
in a chat window for it. When it happens, flip the note card or delete the icon. This can help both you and the
Storyteller keep track of these elements.
More Forms of Play
more experienced players, the Storyteller can present
bare-bones versions of characters with the rules
necessities for the night and perhaps an immediately
impelling Desire, and let the players develop or
customize other powers, Advantages, and the like.
Unlike many other game genres, horror
roleplaying games have a long history of finishing
a story in a single session. Most obviously this is
because horror games tend to have a higher rate of
character death than other roleplaying games and
the one-shot form takes the stress off of the player
that an “early” character death might penalize them
in experience or play time. While players shouldn’t
be sacrificing their characters without reason in a
one-shot, by putting meta-game concerns to the
side they’re free to express their character without
those considerations even if it leads them to selfdestructive or self-sacrificing acts.
This also means that one-shots tend to feature
scenes heavy on drama, and characters are more
willing to expose their internal conflicts up front
and without much prompting. By strictly limiting
the number of sessions available to the players to
explore their characters and the story, it frees them
from their natural inclinations to bide their time or
wait for the most opportune scenario to reveal their
character’s true nature. The clock is ticking and
there is only now.
While the one-shot play style doesn’t require
a lot of modifications, it can be useful to make
heavy use of rules systems such as taking half
(Vampire: The Masquerade, p. 123) and oneroll conflicts (Vampire: The Masquerade, p.
296) if the goal is a true single-session one shot.
These systems emphasize roleplaying and the
dramatic ramifications of the characters’ actions.
While rolls and stats are still important, these
Vampire: The Masquerade originally began as a
tabletop roleplaying game TTRPG. Traditionally,
that means players and a Storyteller sitting around
a table, narrating both the story and their character
dialogue, rolling dice to resolve character actions.
For decades this was the default way to play all
roleplaying games and many people still prefer this
style over any other.
But even in the earliest Vampire nights, some
people played chronicles with more than one
character per player; seemingly un-traditional
“troupe-style” games actually come out of
Vampire’s oldest traditions. Some players played
Vampire in bars and theater spaces and outdoors,
with hand gestures and good will replacing dice
and thick sourcebooks. New types and forms
of play emerged, which is why Vampire: The
Masquerade covers alternate Scenes and Modes of
play on pp. 290–293 in the first place. This section
takes that coverage, and extends it over many more
forms of play.
One-Shot Play
Not every vampire game has to be a multistory epic
or big-C chronicle. Even today, many players get
their first taste of roleplaying in single-session or
single-story games. Convention games and “haunted
house” or other mysteries often run more smoothly
with pre-generated characters tuned for one specific
story and its dramatic (and other) challenges.
This also helps new players get over the hurdles
of accidentally building a character too weak or
otherwise unsuited for the night’s adventure. With
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systems clarify and speed up their implementation
so that more table time can focus on the
character’s story instead of the minutiae of
adjudicating their actions in detail.
Possibly the most important thing to consider when
running or playing in a one-shot though is planning
for character death. While this style of play isn’t an
excuse to be ruthless, cruel or careless, as a player you
should be aware that death may be more likely when
the drama of the game is turned up to maximum
volume. It can be useful to discuss with the Storyteller
beforehand what happens when a character dies: can
the player switch to a predetermined (or chance-met)
Storyteller character?
and Storyteller have no “time off” from each other,
their choices in play seem immediately personal in
a way that larger game groups can avoid. It puts a
constant spotlight on one player, who never gets
to take a breather while others act. The Storyteller,
meanwhile, can’t use inter-player discussion or
roleplaying as an opportunity to step back or
improvise the next act.
However, the exploration of the character’s
motivations and internal life can get down to the
floorboards. Touchstones and Memoriams that
might be too personal or complex to delve into in
other play styles can be centered and used as the core
of the story. As the two players build trust, through
check-ins or mutual excitement at the results,
they can even begin to alternate roles as the story
progresses, perhaps giving the tale a Rashomon-like
quality of overlapping perspectives that never quite
unite into a single narrative.
One-on-One Play
A particularly intense play style that’s very well
suited to World of Darkness games only requires one
Storyteller and one player, either keeping the same
roles throughout or switching off story by story in
a linked chronicle. One-on-one play can require
either a great deal of trust or very well-set boundaries
between the two participants. Because both player
One-on-One Breakouts
Vampire games often explore internal dilemmas and
how a character’s connection to their past and their
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humanity is transformed, damaged or even erased
by their unnatural desires and circumstances. While
it’s important to maintain a balance of attention and
consideration within a gaming group, sometimes
the player and Storyteller can play out a character’s
personal journey away from the group in a one-onone breakout.
This can be as simple as a quick 15-minute
session where a player sidebars with the Storyteller,
acquiring information or a new perspective that
presents them with a dilemma if they share it with
the rest of the group. Or the player and Storyteller
can plan a completely separate game session outside
the group’s regular schedule, possibly over video
chat. Those sessions can explore deep personal
stories or advance solo agendas: strengthen the
character’s connection with a new Touchstone, or
dive into their past with a Memoriam.
While side sessions can be fun and valuable,
the Storyteller should use them sparingly to
compartmentalize the group in ways that heighten
drama without setting them against each other
without cause. A good rule of thumb is to let
the players decide when a one-on-one session or
sidebar is required outside the normal flow of play.
Not every secret meeting with a player’s shadowy
benefactor requires a chat in the corner.
Part of building trust at the table means becoming
comfortable with playing out in the open with
everyone at the table and trusting them to respect
the boundaries of in-character and out-of-character
knowledge. Reserve one-on-one play for story
elements that dredge up a character’s personal
drama and allow them a chance to grow, shrink,
or transform in face of confronting those inner
struggles. How the character then brings those new
insights back to the table with the larger group is the
true payoff in this method.
one session. Working from the Relationship Map, or
simply riffing during session zero, the troupe develops
a number of secondary characters: ghouls, fledglings,
retainers, allies, and so on. Or in a higher-powered
game, each player might have a main ancilla character;
the associates could include neonates and fledglings.
Or have a main group of full-blood Kindred with
some thin-blood associates and hangers-on.
The troupe should decide as a whole their comfort
level with playing each others’ Touchstones. If the
troupe decides on playable Touchstones, try to
broaden the Touchstones’ dramatic possibilities so
that they can plausibly show up in and contribute to
more than one type of story.
In a given session, the Storyteller (or the troupe
as a whole) decides who the main character will be.
That character’s player takes on that role, and the
other players assume control of secondary characters,
changing it up on a session-by-session basis. Some
sessions may involve two or more main characters,
sometimes in a supporting role or walk-on part,
sometimes in a more “team-up” story. And for
formal Elysiums or other climactic moments, every
player may portray their main character just as in a
standard Vampire session. But generally in troupestyle chronicles, the expectation and the pattern is a
parallel set of storylines and agendas, each wrapped
around and focused on one main vampire, but
illuminating the drama between them from multiple
perspectives.
At the start, try to connect at least as many
secondary characters to each main character as there
are players in the troupe, so these “solo” stories still
involve every player. For example, a group with one
Storyteller and four players has four main Kindred.
Each of those Kindred main characters should have
three associates connected to them in some way so
all four players can interact during any session. Some
secondaries may have multiple connections: the
coterie’s trusted retainer could accompany any main
character, for example.
Troupe-Style Play
In troupe-style play, each player has their main
Kindred character, who takes center stage during
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In the folio model, each player has “their” folio
of those supporting characters, and plays “their”
associate of the session’s main, or picks which
secondary character they feel best fits the current
story. In the pool model, the troupe keeps all the
supporting characters in common, and as long as
every player has someone to portray it doesn’t matter
who assists the central Kindred in the session. Many
groups split the difference, everyone making up new
characters for the pool as they appear in play and
individual players taking increasing ownership of the
supporting characters they most enjoy playing.
portraying that pawn has to sabotage their own
main vampire, so much sweeter the revenge when
they turn it around on their foe next session!
The biggest challenge of troupe-style play is
compartmentalization: players constantly get exposed
to plenty of information their main character doesn’t
have. In addition, many players can’t compartmentalize
player-vs.-player activity, which flourishes in
troupe-style play though it’s not inevitable. If
compartmentalization is a problem area for your troupe
it may be wisest to avoid this form of play.
Benefits and Challenges
Troupe-style play lends itself well to guest
storytelling. A player not accompanying another
main character has the option to step into the
Storyteller role at the table if everyone else agrees.
This allows the Storyteller to play a secondary
character of their own — a character from the pool,
an antagonist, or some other “guest star” — and
become involved in the plot. Discuss this ahead of
time at the table, and make sure all players consent
to having a guest Storyteller.
Knowing how to step into a guest storytelling role
is also very important. Recognize you are playing
with someone else’s sandbox when it comes to a city
setting, plots, and Storyteller characters, and respect
prior developments and character expressions. Add
new Storyteller characters or setting elements rather
than repurposing old ones in an unfamiliar way.
In some troupes, guest Storytellers might run in a
different setting or aspect: the guest session happens
on the South Side, leaving the “main” chronicle in
Uptown where it normally occurs.
The logical end point of guest Storytelling
is rotating Storytelling: every player has a main
character, and takes turns Storytelling when
their main is offstage. Plot elements, Storyteller
characters, antagonists, and so on might be shared
in a city-wide pool, or kept in each Storyteller’s
folio, or a mix of the two. In these games, the
troupe truly outweighs any given player, and
needs to make their decisions communally so that
Guest Storytelling
Every session one player’s vampire drives the action
and gets the spotlight, allowing deep immersion
and dramatic response. By removing the need to
compete for spotlight, the other players now have
permission to feed that drama; indeed, it may be
their character’s explicit role in the scene! The results
often give everyone involved a deeper understanding
of a character than would simply watching them
bounce emotion off the Storyteller alone. Similarly,
players have more license to “play to lose” as they
can afford to dramatically sacrifice a secondary
character — or even their main vampire! — without
completely losing their tether to the ongoing
chronicle.
If characters are more “expendable” in troupestyle play, they also often become more robust
and better in play. Especially secondary characters
who might only be walk-ons for the Storyteller in
a standard chronicle become living (or unliving)
presences at the table, with their own agendas and
personalities adding richness and entertainment to
the ongoing story.
Troupe-style play works well for groups in which
the vampire characters are less hands-on and work
toward private agendas — sometimes even against
each other — trusting the mortal characters to
dirty their hands on the vampires’ behalf. Main
characters can face off and maneuver in secret, using
mortal pawns to do their dirty work. If the player
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Online Styles of Play
everyone agrees on the ground rules. It cannot be
stressed enough that Vampire is a collaborative
game, so everyone needs to communicate, talk
things through, and work together to tell the story
that everyone wants at the table.
Contemporary technologies have created
opportunities to move the gameplay away from
the table and into many other spaces, both for
convenience and the additional tools it provides.
This section examines some of these alternative
playing styles, and offers some advice for getting the
most enjoyment out of them.
Moving away from the concept of a group of
people playing together at one table with one
Storyteller to lead them through a lengthy chronicle
isn’t a new concept by any means. From MUD
and MUSH servers, roleplaying accounts on
VampireFreaks, and using every newly emerging
chat, messaging app, social media platform or
massively multiplayer game to portray their
characters, Vampire roleplayers find their way to
adapt popular tools to fit their stories.
Times change: character design in simple dress-up
apps give way to Picrew or even AI-based solutions
like ArtBreeder, static 2D avatars evolve into Vtube
personas, and text-based online roleplaying tools gain
interactive maps and lighting systems. No matter
the tool or the style of roleplay, the goal of it remains
the same: to tell a good Vampire story. If you’re not
feeling courageous enough to begin your journey as
a Storyteller or a player (yet…), you can participate in
the collective experience as a member of the audience,
as most of these styles allow, and even actively seek
“spectators” to enjoy the roleplaying efforts.
Solo Roleplay
The further one goes from the traditional
roleplaying table, the more common it is to
meet people roleplaying without the support of
Storyteller or even other players. From people
exploring personal storylines in text roleplay to social
media accounts of fictional characters, all methods
of in-character self-expression can count as roleplay,
even if they don’t include other active participants.
What was once considered an enhancer or an added
layer of getting into character has become a way of
roleplaying in itself. Composing playlists of what
your Minister listens to, solving online quizzes
from the perspective of your Hecata, or running an
Instagram account as your Toreador are all viable
methods of solo roleplay, and may be combined
with more traditional means of telling a Vampire:
The Masquerade story. Some players use video
games and interactive novels as exercises to develop
their stories further, putting their characters in the
role of protagonists. Others look for similar solos to
collaborate, and make great stories together.
VAMPIRE AMA
 Have you kept to any of your human rituals, like
brushing your teeth?
Actual Play
 What did you think about (fictional) vampires
Actual Play (AP) is a term used for a tabletop
roleplaying game experience that’s either broadcast on
a streaming platform or delivered as an audio podcast.
Whether the actual play is broadcast live or recorded,
the audience witnesses the game session as spectators,
seeing and/or hearing all the character dialogue and
action as it transpires. When broadcast live, many
people enjoy participating in a live chat session to
discuss the events of the actual play as they happen.
before you were Embraced?
 Which part of human life do you miss the most?
 What was the weirdest place you’ve ever fallen
into daysleep?
 Do you think your clan fits you?
 What’s the hardest thing to get used to about
being undead?
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For many Vampire: The Masquerade players,
LA by Night was the first time they’ve ever heard
the words “Camarilla” or “Malkavian.” A group of
players sitting at the table in a stylishly lit studio,
all dressed up for the occasion, collaborating
with the Storyteller describing yet another sticky
situation in which the coterie has put themselves.
It’s an intimate story, with characters sharing
moments of vulnerability, touching hands only to
bare fangs moments later — all of this watched by
hundreds of thousands of people tuning in, typing
in comments live and messaging each other to share
the experience.
Popular actual play shows on Twitch and
YouTube often set a high level of expectation for
Storytellers and players at the home tables, but you
don’t have to be a professional actor or a flawless
Storyteller to have fun and entertain an audience
yourself. Having a studio is a luxury that allows
roleplayers to interact physically, exchanging glances,
gestures, and nods, while allowing the Storyteller
to read the room better, similarly to traditional
roleplaying tables. It’s by no means the only way to
stream Vampire, though, and many more affordable
options are available.
to enhance the atmosphere, automatic background
swappers for webcams to hide the rooms behind
players, or Twitch extensions allowing live voting for
the audience to have an impact on the story. Many
of these tools require nothing more but the time
invested in searching for assets fitting your chronicle
– see Pexels for photos and videos, StreamElements
for stream alerts and overlays, and Free Music
Archive or Soundtrack by Twitch for music.
Whichever tools you use, keep in mind that it’s
more difficult to read the cues, body language and
mood at the table if you don’t see your fellow players
in person. Latency, audio delays and shyness may
cause some characters to participate less, and they
may be overshadowed by their more talkative peers.
Always make sure to give others the room to speak
and shine, both in private and the livestreamed
or recorded sessions. (Spotlight Distribution,
in Vampire: The Masquerade, p. 356, is of
particular importance here.) During a livestream,
it’s important to have the group text chat open at all
times, to read potentially important out-of-character
Talking Heads
Most actual plays are “talking heads” style,
meaning that the players and Storyteller are
playing remotely — connecting online from any
part of the world using video conferencing tools
(like Google Hangouts, Zoom or Discord). On
the audience’s screen, this gives the appearance
of “talking heads in boxes” Some such APs also
feature great lighting, VFX and SFX, costuming
for characters, and other enhancements, but
none of these are necessary to have fun playing
Vampire with your friends in this format!
Although “talking heads” shows are generally less
visually appealing than studio recordings by default,
their Storytellers have a wide variety of tools to make
the such a show captivating: overlays with characters
names and clan symbols, royalty-free music libraries
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information shared by other participants. It’s also
crucial to perform the after-stream debrief, where
your group winds down in voice chat privately,
without an audience, freely discussing everything
that happened and ensuring everyone feels OK
about the session.
Streamed games are not ideal places to experiment
with characters outside your culture. Be extra
considerate and as respectful as possible when
portraying such a character in a streamed game.
Storytellers, make sure your antagonists aren’t all
from one group, or that one group doesn’t only
show up as villains.
may also use virtual environments to simulate
the in-game world. Crafting the chronicle’s
locations has never been easier – whether by the
use of photomanipulation (Photoshop, GIMP), 3D
modeling (Blender), or even by creating interactive
spaces using game development software (Unreal
Engine, Unity), there are a plenty of ready-made
solutions, guides, tutorials, and free assets available
to make the process easier. A simpler approach
requires nothing but static images of visited
locations, which can work magic paired with
relevant audio cues and music. In most cases,
World of Darkness games aren’t as tactical as other
roleplaying games, but sometimes it helps to see
a visual indicator of who’s seeking a vessel on the
nightclub dance floor and who’s just discovered a
hastily evacuated alchemical lab in the storeroom.
When planning your streaming setup, it’s
important to keep in mind it should be easily
readable and understandable to your audience.
Remember that many watchers may join your show
in its middle, and being able to quickly grasp what’s
going on will greatly improve their experience. One
way to help this is using Virtual Tabletop tools, with
visual cues in the form of character sheets, maps, and
dice rolls.
Aim to make any regional or national accents as
authentic as possible. Don’t play them for laughs or
to demean.
Be mindful of speaking prayers aloud or acting
out religious expressions: someone from that faith
might be watching, and it’s the kind of thing that can
give offense even if done respectfully. If need be, just
say your character’s doing the thing without doing it
in-character.
Reading and research definitely helps with this
process, as does talking to people from the groups
you want to represent, but try to read reputable
modern scholarship.
Virtual Tabletop (VTT)
Virtual Tools in Streaming
To simply explain, VTT tools (such as Roll20 or
FantasyGrounds) bring tabletop roleplaying books
to the digital space. Imagine all of the game’s rules
in one place, allowing you to check “what was
that loresheet about?” or “which clan does that
storyteller character belong to?” with one click of
a mouse – this together with dice rollers, character
sheets, notes, maps and other handy resources, all in
one place, accessible to every chronicle’s participant
at any time. Of course, Storytellers can hide some of
the information from their players, keeping a secret
stash of information available only to themselves –
the tools allow them not to reveal all cards at once.
VTTs often offer maps on which to place tokens
One way to surpass the visual limitations of
Talking Heads style play is to use a variety of virtual
tools available to Vampire players to enhance the
illusion for the audience (and more often than
not, players at the virtual table). Vtubers — virtual
avatars that mimic the user behavior live through
a webcam — is a trend that emerged from Japan
and quickly became popular worldwide. Free tools
allow anyone to create their own virtual character,
customizing everything from hairstyle to clothing
options, some even including fangs for a more
exaggerated vampire aesthetic.
If using an avatar isn’t enough, the Storyteller
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representing players’ positions, and some add
another layer of fun with dynamic lighting systems
— allowing the players to equip themselves with
flashlights (or Heightened Senses) and explore the
mostly obscured areas.
good time, but also creating consequences to any
actions affecting the chronicle’s ongoing narrative,
like frequent Masquerade breaches.
Online Text-Based Roleplay
Play-by-Post style is an online text-based roleplaying
style that got its start on message boards and
forums but today has its own dedicated platforms.
Because each player makes one post at a time, in
turn (usually), this style offers a slower pace than
chat-based chronicles. That can be a consideration
if you have limited time to play or if you want to
write longer, more detailed descriptions of your
character’s actions and inner monologues than
is usually possible in a chronicle in which players
participate synchronously.
Instead of that, you can play your chronicle while
on a bus, lying in bed, or in between various daily
responsibilities, practicing your writing at the same
time. Play-by-Post groups can allow for a pretty
relaxed pace, often with one “check-in” per day
required while in an active roleplay, and frequent
breaks allowed. Many play-by-post chronicles assume
one in-game night takes place throughout one realtime week, letting players distribute their time to
contribute to the story. You can find many servers
operating this way on Discord, either through its
own Discovery tool or external search engines, like
Disboard. And, again, be sure to check the chronicle’s
posted policies and guidelines to make sure it’s a good
match for your expectations and needs.
Just like with other styles, consent and considerate
play is crucial while roleplaying via text. Traditional
sessions have the advantage of taking place within a
set amount of time, letting players slowly get in and
out of character, with after-session care included.
With the story available at any time to participate
using one’s phone, the distance between the real
world and the story becomes less, enabling more
opportunities for bleed (see sidebar).
Additionally, a common issue with text roleplay
is how one describes another player’s actions. It’s
sometimes crucial to mention another player’s
Play-by-Post
One of the most popular and easily accessible styles
of roleplaying has been around for a couple of
decades: the online text-based game, played on a
personal computer or mobile device. They come in
a wide variety of formats, ranging from play-by-post
to live chat, and they continue to evolve with every
new tool and messaging app that emerges.
Every app allowing users to interact with each
other can be used as a roleplaying tool in some
capacity — even social media platforms like
Twitch or Facebook, including groups and private
messaging features within these channels. All it
takes is finding the right group with whom to share
the story — some text chronicles are more timeconsuming than others, and some have a preference
towards the players within the same time zone (or at
least sharing the same waking hours).
Some Vampire chronicles that use this format
include hundreds of players and dozens of
Storytellers, all interacting in real time, creating
the impression of a “living” city of independent
characters who create innumerable personal
stories. It can feel a little overwhelming to players
encountering them for the first time; fortunately,
many have extensive guides to help onboard new
players and help them feel welcome. It’s a good idea
to read the policies, rules and the chronicle tenets to
be sure that it’s right for you.
Many text-based roleplaying settings require
little to no Storyteller interaction or guidance, as
the stories emerge organically and naturally from
the interpersonal drama and relationships between
players’ characters, conflicts, and common goals of
the interactions. Storytellers often operate similarly
to moderators, ensuring that everyone is having a
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movements or reactions, but it’s also an easy pitfall
to impose some behaviors onto another character,
putting the player in an uncomfortable situation (“My
character would never let her Touchstone out of her
sight!”). In any case, make sure to always talk OOC
(out-of-character) with your roleplaying partners, and
ensure the course of action is mutually agreeable.
The concept of having your own virtual persona
was long-explored in pop culture, and is now more
accessible than ever. It’s easy to jump into a virtual
avatar, carefully crafted in Vtuber Maker or using an
in-game character customization system. With a few
clicks of the mouse or the controls that come with a
VR headset, we can transform into any character we
imagine, and modern tech allows us to control their
whole bodies up to the tips of their fingers, if we so
wish (and have the necessary equipment).
VR has become more accessible in recent years,
and with VRChat’s growing community, socializing
inside crafted avatars has become popular among
roleplayers and influencers.
Virtual LARPing is much older, with roleplaying
guilds present in every MMORPG in existence, and
players employ the least expected video games in
which to weave their Vampire stories. You may find
people pretending to be vampires not only in Second
Life, IMVU, and The Sims, but also Grand Theft
Auto or even Red Dead Redemption.
Virtual LARPs follow variety of rulesets, some taking
queues from real-life LARP experiences (like Mind
Eye’s Theatre), others using a mix of regular tabletop
rules and built-in software tools (like rolling virtual dice
in VRChat), while others drop all mechanics imposed
by their more traditional predecessors and opt for
pure in-character improv instead. Players can stumble
upon curated events, like Camarilla court meetings
or Anarch gatherings, but more often it’s a free-for-all
experience, with a variety of Kindred avatars in one
space and enjoying the emergent narrative that comes
from these interactions.
Inspired by the introductory text to this chapter,
you may try roleplaying your own character in
Vampire: The Masquerade – Bloodhunt next time
you enter Elysium – and who knows, maybe
someone will join you to tell a story together!
MIND THE BLEED!
Bleed occurs when a character’s emotions affect the
player and vice versa. Although some levels of bleed are
unavoidable or even welcome (like a cathartic sadness
felt after another character’s final death, or the joy of
celebrating a goal accomplished), bleed may become
destructive if the player-and-character separation isn’t
clear. Real anger felt toward a player portraying one’s
rivals, or confusing in-game relationships with reality can
be a source of discomfort in chronicles. Open, honest
communication with other players and established
rituals of getting into and out of character help with
preventing it. Remember to always check in with your
troupe, especially after intensely emotional scenes!
For more information on consent and considerate
play, see the appendix on p. 421 of Vampire: The
Masquerade.
Virtual LARPing
In video games such as Vampire: The Masquerade
— Bloodhunt, you may sometimes encounter
roleplayers in Elysium, the waiting area for
match participants. Using all the tools at their
disposal — in-game chat, environment, character
customization, and fancy emotes — they tell their
own Vampire stories, often prolonging their
match’s wait time just to continue socializing and
unraveling their individual narratives. This style of
roleplaying requires neither dice nor Storyteller, just
like many other styles we mention in this chapter.
It’s no less a true Vampire: The Masquerade
roleplay, though, often filled with actions and
consequences, emotions and drama.
TikTok Style
It might seem unexpected but this social media
platform, best known for its short, snappy videos
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Masquerade means to them — in all forms from
serious, emotional roleplaying to outright parody.
And, honestly, it’s exactly the sort of Masqueradethreatening modern irreverence in which young
Kindred would indulge, if only to thumb their noses
at more rigid forms of vampire society.
browsed on a smartphone, is also a venue for
Vampire roleplaying! . TikTok isn’t the only, nor the
first app of its kind to see roleplaying communities
using videos as their form of quick in-character
expression. It’s a fast-growing one, though, hosting
many Vampire: The Masquerade roleplayers, and
even a few “massively multiplayer virtual LARPs”
that anyone recording just a single video can join.
It’s different in many ways from actual plays: Players
never face each other, but instead talk to the camera;
the interactions between characters are staged, and
happen from one video frame to another, in the
form of Stitches and Duets. Stitch incorporates up to
5 seconds of someone else’s video at the beginning of
yours. It can be used as a response to another user’s
question, reaction to their statement, or an answer
to the challenge they proposed. Duets allow you to
record your video side-by-side with another, and are
more often used for roleplaying scenes. With good
timing, Duets can simulate conversations between
two characters, or even more dramatic action scenes.
Sound plays a great role in TikTok style, from moody
music tracks enhancing the scene with their lyrics, to
voice snippets lip synced by the person on camera.
For players with a more traditional experience,
seeing Kindred synchronizing their mouth
movements to a cut dialogue from a popular
reality show, or dancing to trap remixes of video
game music may seem incongruous at first, but
understanding it can be helpful for any roleplayers
out there, to expand their way of thinking.
TikTokers don’t so much roleplay who their
character is as portray what they find relatable in
their character. This might be a scene from a movie
they’ve recently seen, which perfectly embodies the
power and dominance of their Ventrue character,
a chorus of a pop-rock song representing the
attitude of a rebellious Brujah, or a funny “Things
Librarians Say” video that fits a Tremere. It’s never
assumed that the characters truly say these things
in their chronicles, rather being treated as a part
of the remix culture — the celebration of what
our characters represent and what Vampire: The
Convictions
Although they seem similar to Chronicle Tenets,
the character’s Convictions have a different purpose
narratively, mechanically, and philosophically.
The Tenets deny (“Thou shalt not kill”) while
Convictions permit (“Protect the marginalized”),
creating drama from the conflict. This shows up
explicitly the mechanics: If you violate a Tenet in
service of your Conviction, it reduces the resulting
Stains by one or more (Vampire: The Masquerade,
p. 239). They define where your own beliefs may
stray or more strongly converge from those of
society or even your comrades.
Convictions are often statements that start with
the word “always” or “never”, they deal in absolutes
because they illustrate core pillars of a character’s
identity and what anchors them to their remaining
Humanity. Storytellers should deny Convictions
that are overly vague or open-ended. At base,
Convictions should be short, powerful reasons to
justify Tenet transgressions.
Ideally, Convictions also tell a story about your
character, albeit in somewhat telegraphic style. It
can be helpful when coming up with Convictions to
ask yourself questions about your character’s mortal
past and their early nights as a Kindred.
ƒ What are they clinging to from their mortal life
that keeps the Hunger at bay?
ƒ What caused their most recent Stain and how did
their conscience justify their actions?
ƒ Why did these beliefs survive their embrace?
ƒ What will it take for them to abandon these last
traces of their mortal life?
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While Convictions must be concise and closeended, the only true limitation on them is that they
must adhere to the terms of considerate play agreed
upon at the table in both their letter and spirit.
PACT OF HONOR
ƒ Always repay your debts.
ƒ Loyalty is everything.
ƒ Always keep your word.
Sample Convictions
THE RECLUSE
ƒ Privacy is sacred.
ƒ Always finish what you started.
ƒ Guard what you love.
Detailed below are several examples of longer form
Convictions that are part of a larger theme or path. If a
player decides to use some of these, they can pick and
choose from different themes as they wish, the grouping
is to give context to each Conviction and to clarify how
they are intended to play within a Chronicle:
SOLDIER OF FORTUNE
ƒ A deal’s a deal, never break a contract.
ƒ Never leave a comrade behind.
ƒ Don’t get involved in a fight you’re not paid to
fight in.
DEN MOTHER
ƒ Give everything for those you love.
ƒ Never back down when protecting the weak.
ƒ Always put your family first.
SURVIVOR’S HEART
ƒ Never back down from a challenge.
ƒ Survival comes first.
ƒ Always follow through on threats.
FOR THE COMMUNITY
ƒ People matter more than rules.
ƒ Abusing authority is the worst crime.
ƒ Serve the weak, challenge the powerful.
Touchstones
Touchstones anchor vampires. They forge a living,
mortal tie to their Convictions, someone who
embodies what the vampire values, upholds, or
strives to be. A vampire has as many Touchstones
as they have Convictions. A Touchstone is not
a ghoul, pet, mascot, abstract idea, or statue.
It must be a living, breathing mortal a vampire
has a connection to with no vampiric Blood. It
is through their Touchstone that a vampire can
connect with their Humanity and keep their
Beast chained (Vampire: The Masquerade, p.
173). Touchstones help bring a counterpoint
to your vampire, a mortal foil representing the
human option the vampire has lost or abandoned,
someone to fight for or to lose if they slip too far
down the slope.
Does a Touchstone need to know their
connections to a vampire? The player and
Storyteller decide. Did the vampire know them
in mortal life? Do they admire their Touchstone
from a concealed location, or engage in physical
THE GAMBLER
ƒ Never leave anything on the table. Don’t be
afraid to go for the big reward.
ƒ Property belongs to those who can keep it.
ƒ Never deny yourself what is given freely.
JUSTICE FOR ALL
ƒ An eye for an eye.
ƒ Never obey an unjust law.
ƒ Always punish the guilty or corrupt.
LOOKING OUT FOR NUMBER ONE
ƒ Property is inviolate, theft is always wrong.
ƒ Self-defense justifies anything.
ƒ Never forget a debt, everyone has to pay what
they owe.
MODERN ROYALTY
ƒ Always take charge.
ƒ Always pay your fair share.
ƒ Pay back betrayal with betrayal.
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From Afar
contact that horribly reminds them of their
curse? A vampire might obsess over a celebrity
who represents their Conviction, only to be
disappointed by the actual human being — and
resolve to “help them recover their true self” rather
than give up their human illusions.
A vampire who watches their Touchstone
from afar has the advantage of not having to
risk revealing their true nature by accident.
The drawback is that the vampire loses their
connection to the small things that make a
Touchstone human, such as social connection,
conversation without the worry of being in
danger, or casual touch. Kindred easily forget
these small daily acts when living longer than
mortal lifespans, and slip into seclusion or
distancing. Unfortunately, the Beast thrives on
this isolation, separating the vampire from their
former self and making them feel alone.
This relationship can become a fixation if the
vampire is not careful. Stalking, voyeurism, and
obsession loom as real possibilities for a character
who uses their Touchstone in this fashion. However,
casual admiration or playing with a rival’s career
need not lead to fixation. It leads to other things.
The knowledge that vampires exist has the ability to
change a person and wake them up to an entirely new
world that’s been hidden from them all their lives. So
if a Touchstone learns about a vampire’s true nature,
the Storyteller and player then decide (or determine
through roleplay) whether that knowledge distorts
their connection to the vampire’s Conviction.
What Is the Relationship?
The relationship between a vampire and Touchstone
represents the connection between the vampire’s
Beast and their Humanity. A frenemy or rival
Touchstone says something different about the
Kindred than a lover or sibling. Whether they
admire from afar or build a personal connection,
a vampire’s presence in a mortal’s life eventually
wears them down. A vampire always walks a fine line
between benefiting from a Touchstone to using or
abusing a relationship. A vampire can have several
types of relationships with their Touchstones,
depending upon the player’s preferences.
Casual
Touchstones can be casual acquaintances with
a vampire, only connecting occasionally, like
the grocery store clerk who makes sure to stock
a specific brand of coffee for a customer. The
vampire doesn’t see them every night but will
have small moments once in a while to connect.
With casual connections, the Kindred can still
experience a nuanced social relationship with
less risk of being discovered. However, keeping
it casual or infrequent can lead to missing cues,
misinterpreting interactions, being surprised by
major developments (“Sorry I forgot your coffee,
my kid ran away last night”), or slipping into pure
manipulation and using.
This relationship can dissolve with time. Mortals
often change jobs, move, or pass on, and a vampire
with a casual Touchstone may not learn about this
shift in dynamic until much later. Thus, it is a real
danger to a vampire’s Humanity.
Players always have control over how far they wish
to take their relationship with their Touchstone.
Vampire can touch upon hard or uncomfortable
subjects in which a player may choose not to
participate. Players set the limits with their
Touchstone relationships. Likewise, a Touchstone
relationship that makes the Storyteller uncomfortable
has no place at the table. Please see p. 216 and
Vampire: The Masquerade (pp. 1 and 419) for
more information on considerate play mechanics,
player choices, and why these are important.
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Touchstone Ideas
Close Connection
A vampire who keeps their Touchstone close has the
advantage of keeping a close watch on their activities,
connections, and daily life. It’s beneficial for many
vampires because these continuous mortal bonds
strengthen their hold on their Beast. The drawback,
of course, is that their vampire drama — rival
Kindred, hunters, collateral monstrosity — splashes
back on the Touchstone, or continuously threatens
to. The closer the connection, the greater the danger,
and the greater the temptation to risk the Masquerade
by revealing the truth.
Close connections create problems for the vampire as
well as the Touchstone, over and above the Masquerade
threat. For example, a vampire may become paranoid
about their Touchstone and become overprotective.
Their rivals and enemies can use their Touchstone
against them, if only by knowing where to ambush
them on a Tuesday night.
Touchstones can come from various places, but they
must have some tie to the vampire. For example,
a Touchstone acts as a mentor for the vampire’s
Conviction, a trusted mortal they like to spend time
with, or someone connected to their mortal life. They
are a tether to hold a vampire accountable for their
actions and a force to try and change their pathway.
Vampire: The Masquerade (p. 173) has a good
list of basic Touchstones to think about, but players
are encouraged to create a deeper connection. There
are many more ideas a player could explore, such as:
ƒ A “father-figure” paramedic who enjoys dad
jokes and is a goth from the 80s. He makes sure
you have enough food in your apartment, tells
dad jokes to get you to laugh, and has helped you
out when your car broke down.
ƒ A friend you had in high school but lost touch
with until they reached out on social media. You
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ƒ
ƒ
ƒ
ƒ
ƒ
ƒ
were able to rekindle your friendship, and they’ve
invited you to spend time with their family since
you live alone.
An old rival on the newspaper, who you still
break stories for. But you can’t resist making
them look stupid when they try to explain to
their editors how they got onto the trail, or
sabotaging the novel-writing career you thought
they held over you in life.
The waitress who sits with you at an allnight diner and talks when there are no other
customers in the restaurant. She listens to
anything you have to say and offers advice when
needed. She worries about you but doesn’t want
to show it.
A social media creator you randomly met on the
street and befriended. They live right down the
street from you and invite you to hang out often.
A teenage girl who just needs a few lucky
breaks to get into the local college on a baseball
scholarship. You knew a girl like her when you
were in college playing ball, but she never made
it. This is your chance to fix things.
You befriended the woman after accidentally
killing her husband while feeding. She calls you
weekly to talk. Your guilt drove you to help make
sure she could heal from your actions, though
she has no idea you were the cause of her pain.
The best friend of your sister, your previous
Touchstone, reached out to you when your
sister died and offered to share stories of their
adventures with you. Through this, you formed a
friendship, and you now seek to protect your last
connection to your mortal life.
toward rival Kindred. Eyeing the map might even
help conceptualize those rival Kindred’s potential
approaches to their Touchstone, for player and
Storyteller alike. As with everything in a vampire’s
unlife, they can use their Touchstone’s connections
and relationships to their own advantage, at the risk of
burdening or endangering the Touchstone in turn.
Using a Touchstone in your
Chronicle
Players and Storytellers alike should use Touchstones
within a chronicle. Don’t just relegate a Touchstone
to just downtime actions or worse yet, a mechanical
device for your character. Use them for deeper
connections to personal horror, because if you
don’t, your Storyteller will. Use your Touchstones
frequently throughout gameplay and work with the
Storyteller to decide how best to introduce these
moments.
Some ideas for using your Touchstone include:
ƒ Random Meetups: Your unlife and your
Touchstone’s life may still overlap: friends or
nightclubs or political causes in common. At
any point, you might run into your Touchstone
randomly in a scene. When they ask who your
friends are, you have to introduce them to your
coterie while making it clear this mortal isn’t
lunch.
ƒ Projects: Incorporating your Touchstone in
your Project (or other activity) can help you
accomplish your goal and strengthen your
connection. You might get your Touchstone to
do something in daylight: check out a book from
the library, or visit a politician’s campaign office.
If your Touchstone has real skills as a researcher
or glad-hander, making them a full-time part of
your Project could advance it and help you keep
track of them!
ƒ Backup: Bringing your Touchstone to a fight is
never a good idea, but it sometimes just can’t be
helped. You may want to shield them as much as
possible from harm, but a Touchstone may want
Touchstones on the
Relationship Map
When players place a Touchstone on their
Relationship Map (Vampire: The Masquerade,
pp. 142–144), they get a potential social fulcrum. A
Touchstone might have their own connections, lines
leading into the mortal world and perhaps even back
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ƒ
ƒ
ƒ
ƒ
Losing Your Touchstone
to help. Involvement without endangerment: if
your Touchstone just bought a high-speed sports
car, maybe they can be the getaway driver from
your heist of that Ventrue office park.
Rescue: If you’ve defined a Touchstone in a
dangerous business (cop, firefighter, reporter on
the organized crime beat) the temptation to save
them may seem constant. Indeed, it can be a rare
upbeat moment — until the Touchstone yells
at you for interfering, and gets curious about
just how you shrugged off that bullet. Just when
you’ve come to the sensible decision to let them
live their own life, that’s when the Storyteller
can throw something really bad at them. Double
points if that really bad thing actually gets kicked
off by your fellow Kindred.
Political Rival: Nothing is more personal than
a Touchstone becoming a ghoul or becoming
Embraced by another vampire. It’s a risky move
but can throw a vampire off their momentum.
This might be a plausible accident, or a deliberate
chess move against you, and finding out which
it was requires you to keep interacting with your
Touchstone knowing their loyalty has shifted.
Involuntary Investigator: Creating a smart,
observant Touchstone feeds player vanity a bit,
and such mortals represent the best of Humanity
in many cases. However, they also prove endlessly
persistent investigators of the mystery of … you!
Having to avoid your Touchstone to derail their
impending Masquerade breach creates its own
problems. But what if they reach out to that
older guy they’ve seen you with, the really pale
one with the pet rat?
Tragic Accident: You likely take great pains to
keep your Touchstone safe. But accidents (and
worse) happen, and you may need to decide in the
moment to either save a life or lose it. Car wreck,
critical injury, gunshot, Touchstone bleeding out:
do you heal them or allow them to die? Either
way, you lose your Touchstone; this drama comes
entirely from the relationship you’ve already built
even as it threatens to destroy it forever.
Vampires lose their connections to their
Touchstones as they outlive the mortals around
them. It is the nature of agelessness. But what
happens when that connection is lost? What
happens to that Conviction? What happens to
the vampire? How does a vampire find a new
Touchstone?
A vampire can lose a Touchstone in a variety of
ways. First, they could die from just being a mortal.
Mortals get sick, have accidents, and die from old
age. Succumbing to their mortality is very common
for a Touchstone. Second, a vampire could change
their Conviction and no longer feel a connection
with that mortal. Learning someone’s true self or
private feelings can be devastating for someone,
and a vampire learning their Touchstone does
not embody that Conviction is enough to cause a
vampire to lose that connection. Last, a Touchstone
could be corrupted by being Embraced or becoming
a ghoul. The introduction of vampire Blood is
enough to change their nature and force a vampire
to lose its Touchstone.
A vampire can feel very differently about the loss
of a Touchstone, depending on the circumstances
surrounding the event. This connection isn’t as strong
as the Blood Bond, but it can hit some vampires
pretty hard, a rope snapping high up the cliff. On the
other hand, a vampire who changes their Conviction
may not feel much at the loss of their Touchstone.
A player and Storyteller should collaborate on how a
character would react to this change.
Finding a new Touchstone can be challenging.
Their Touchstone needs to embody something
relatable to their Conviction for the vampire to
build a connection. A vampire may lash out and take
a life, then seek out anyone connected to that mortal
and use that tragedy for their Touchstone. They
may seek out distant relatives to communicate with
their mortal family. Building a connection with a
Touchstone takes time but is very important for the
vampire. The alternative is the vampire slowly losing
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their connection to Humanity and slipping away
towards their Beast. It won’t happen right away, but
without the link to their Touchstone, they don’t get
the mechanical benefit with their Humanity.
better serve their shifting sense of self. Especially
as their Humanity collapses, the memories of
being a mortal no longer serve their new desires
and ambitions. A vampire builds their Memoriam
of these memories, but sometimes the very act of
exploring and reliving these constructed realities
can unearth the hidden meanings or the actual
events that they were created from originally. Some
Memoriams are almost dream-like or ephemeral as
they shift through different scenarios, but many
are more concrete and based on actual events even
if they’re shaped by the vampire’s current identity
and perspective.
No Touchstone?
A vampire may choose to walk through unlife
with no Conviction, and therefore no Touchstone.
This might reflect a vampire dangerously close to
falling to the Beast, or one who clings to Kindred
society at the cost of their individuality, following
only Tenets. They still have Ambitions and Desires
to guide their actions, but might find it difficult
to decide or predict how far they might go for
them. Also, without a Conviction to explain and
mitigate their Tenet violations, they tend to lose
Humanity faster than other Kindred. Work with
the Storyteller to determine why your character
lacks Conviction, and what sorts of effects they see
in play as a result.
Humanity
It should come as no surprise that as a Kindred’s
Humanity changes so does the internal landscape of
their psyche. While a vampire with a high Humanity
might have an easier time accessing details from their
mortal days, undead with low Humanity may not be
able to access their mortal memories at all.
Instead when they enter a Memoriams that center
on their breathing days they are confronted with a
shadowy pastiche of their life. Faceless mortals with
half remembered names confront them with stark
no win scenarios. More generally, vampires with low
Humanity can expect their Memoriams to be muted
in their color palette, often with only the red and
greens of blood, gore, and viscera standing out amid
the pale tones of their fading memories.
Memoriam
Vampires can walk the earth over many lifetimes,
but even young Kindred can find it difficult to recall
their past as the regular trauma of vampire unlife
and the relentless loss of Humanity erodes their
identity. Remembering specific events sometimes
requires special effort, a process called Memoriam
(Vampire: The Masquerade, pp. 311–314).
Hunger
Shaping Memoriam
A vampire’s current Hunger often infects a
Memoriam, and can define the way other Storyteller
characters react to the player characters within the
scene. Kindred with high Hunger might terrify or
cow everyone around them, while more satiated
vampires might inspire Storyteller characters to be
more at ease. Sometimes this can mean flipping the
script on the vampire during the Memoriam, as they
have to fend off overly interested mortals to stay on
task or convince them of their good intentions to
get the information that they need. Memoriams that
The vampire’s current Hunger or their level
of Humanity often shapes their Memoriam
experience. As with mortals, a vampires’
memories are not perfect reproductions of past
events. Memories are an amalgam of memories,
experiences and desires that are stitched together
to create a narrative that often enforces someone’s
identity. Given their agelessness, vampires
constantly adapt, edit and suppress memories to
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center mortals or information possessed by a mortal
often push Kindred outside of their comfort zones
and challenge the rote way they tend to approach
the mortal world.
Playing Memoriam
While there are many ways to play Memoriam, one
element that should always be true is that they’re
intended as cooperative play experiences as they
usually incorporate elements of a player character’s
backstory or even mortal life. This means that
players can expect to have a stronger say in how
a Memoriam plays out even if they’re playing
with a group that usually runs a more traditional
Storyteller-driven table. Some modes of play
mesh well with the more collaborative (and often
dreamlike) nature of Memoriams.
Freeform (Vampire: The Masquerade, p. 291)
play works well with Memoriam scenes with with
low stakes or very limited goals. Since a Memoriam
fails when a single challenge is unmet, freeform
Memoriams work best when failure won’t deter
the players or the Storyteller from playing the scene
out for the best narrative results. Directed freeform
(Vampire: The Masquerade, p. 291) play suits
Memoriam particularly well, especially those with
high stakes or dwelling on important aspects of the
character’s backstory.
upward by one die for particularly dangerous
foes or difficult obstacles in the past. Each player
participating in the Memoriam then makes one
roll of a conflict dice pool, based on their approach
to the Memoriam conflict. Willpower re-rolls
and Blood Surges are not allowed in One-Roll
Memoriams.
Sample One-Roll Memoriam difficulties:
ƒ One-dot Goal: Difficulty 2
ƒ Two-dot Goal: Difficulty 4
ƒ Three-dot Goal: Difficulty 6
Memoriam modifiers adjust the conflict dice
pools as usual and each player character takes
Willpower damage equal to the difference between
their successes and twice the Difficulty of the OneRoll Memoriam. This damage cannot be mitigated
by armor or supernatural means. The degree of
the damage depends on the opposition and the
seriousness or desperation of the climactic challenge.
Optionally, players can mitigate this damage by
taking Stains as they risk their Humanity to achieve
their goals with less cost to themselves.
One-Roll Memoriam
One-Roll Conflicts (Vampire: The Masquerade,
p. 296, 298–99) can be adapted for use in
Memoriam much in the same way as the freeform
options above. Usually, the roll comes at the
climax of the Memoriam scene or story, once
the Storyteller and players have a good notion
of the final crisis. (You can, of course, use
One-Roll Memoriam to resolve each challenge
within a Memoriam, just as with any contest or
conflict.) The Storyteller sets a Difficulty for the
Memoriam based on the level of the goal selected
by the players, possibly adjusting that Difficulty
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Optional Rule:
Badly Failed Memoriams
using this system without developing a complicated
pathway to accomplish their goals with the Storyteller.
The Streamlined Project System focuses on the story
and simplifies the mechanics to a few dice rolls.
If a troupe decides to streamline their Project rules,
here is an alternate system to use instead of the one
found in Vampire: The Masquerade. This system
helps reduce the number of dice rolls needed with a
project and focuses on the narrative aspects within
the plot or goal. Use it as a way to streamline events
around that task or goal without making it the focus
of multiple game sessions and taking away from the
plot where other characters are actively focusing.
To use the streamlined Project system, players
need to figure out what goal they are working
toward that requires dice rolls. This goal affects
their character sheet, city structure, or domain
status, as well as a roleplaying impact at the table.
Additionally, if multiple players are working toward
a goal, they need to determine what their characters
do to help the Project progress.
The Storyteller then determines how many
milestones the players need to meet to reach their
goal and how many attempts they can make toward
this milestone. The number of milestones can vary
but typically falls anywhere from 3-6, but can go
higher for complicated Projects. The number of
attempts can be anywhere from 1–5.
After determining the milestones, the player
decides what rolls best fit the goal they want to
achieve. If multiple players are involved, they
choose how they wish to contribute to a project.
Disciplines are allowed if agreed upon by the player
and Storyteller for their dice pools, though a failure
can cause other problems. Use Hunger dice in this
roll for narrative purposes: two dice for relatively safe
projects, three for risky ones. With pools of three
dice or fewer, use one Hunger die.
If a player rolls enough successes to match or
exceed the milestones for the Project within their
allotted attempts, their Project succeeds. On a messy
critical on the Hunger dice, the character gains a
success but has a complication they need to deal
Normally, failing a Memoriam merely results in
disappointment or an influx of distressing memories.
If the Storyteller (or the players!) feel they’ve really
messed up, or rolled a total failure at some crucial
moment, feel free to pile on another consequence.
The coterie gains a one- or two-point Flaw
affecting the entire coterie until the end of the
story. Common consequences from badly failed
Memoriams include a new Adversary or a Haven
Flaw such as Haunted or Compromised. In narrative
story terms, these drawbacks were already present,
but the Memoriam either aggravated or brought
them to light for the characters.
Projects
Projects are an excellent way for players to
accomplish a specific task or goal that may take
several game sessions to complete. As described in
Vampire: The Masquerade (p. 415), the Storyteller
and player decide on multiple steps in a Project,
rolling dice at specific milestones.
ONE-ROLL PROJECTS
Storytellers may want to use only one dice roll for
a Project. Attempts to complete a Project with one
dice roll should have a milestone determination of 1–5.
Storytellers using this adjustment should have players
use their Hunger dice to help determine the outcome.
Streamlined Project System
Some troupes may find the rules for Projects to
be more extensive than what they’re looking for
in a game. Because of this, a simpler system based
upon the Project mechanics can help streamline
this process. However, it still benefits players from
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with as a result. On a bestial failure on the Hunger
dice, the character fails the attempt and has to
overcome a significant setback with the Project. The
setback is determined collaboratively by the player
and Storyteller. It can include complications such as
Masquerade breaches, losing a second attempt at the
Project, or removing dots on the character sheet.
Developing an opposing Project uses the same
rules above, with one exception. The Storyteller
determines the number of attempts both player
characters have to reach their milestone. Whoever
gets the milestone goal first achieves their Project
goal. Should both players reach the milestone goal
simultaneously, any further successes determine the
winner. If that is not the case, both players work
with the Storyteller and collaboratively decide the
Project’s outcome.
Once the outcome is determined, the Player and
Storyteller collaborate on narrating the Project and
its outcome. Complications may be dealt with at
this time or be used for future plots and linger over
characters like the sword of Damocles.
because of the small pool. Alex’s first roll had two
successes, but one was a messy critical. Alex decides
they got frustrated one night while studying and
destroyed their computer to take lessons. It costs
Alex 1 dot of Resources to overcome this setback
and continue forward. Alex’s second attempt had
one success, allowing Alex to meet the criteria of the
Project and overcome their Illiterate Flaw.
Using a Project to have players earn dots for their
sheet rather than buy them is an option. A Storyteller
determines if a character met the Project’s milestones.
If they achieve more successes than the milestone
required, they can let the player earn their goal
without using experience points. This rule may not
work for all games, and it is up to the Storyteller and
players to determine if they wish to use this rule.
Ideas For Projects
Projects have a variety of uses at the table and can
help shape gameplay for all players at the table. The
scope of Projects can vary greatly, depending upon
the goal of the character, what personal goals they
set for themselves, and what previous actions a
character took.
Some examples of Projects a character may want
to undertake include:
ƒ A character wants to make an intricately crafted
item from rare materials. It will take time and
resources to gather these materials, then more
time and skill to prepare them for what they
want to make.
ƒ A coterie seeks to expand its influence into an area
of the city protected by another coterie. Making
this move helps put the coterie into a better
political position for the future. They will need to
work together to make connections, build trust,
and establish their presence in the area without the
other coterie noticing.
ƒ The coterie wants to organize a special event:
a formal masquerade ball, an alchemical kettle
battle, a big rock concert or stage performance,
Quick Guide
1. Determine the goal
2. Set milestones: 2–6 average, but can go higher
3. Determine attempts: anywhere from 1–5
attempts
4. Decide on contributing dice pools: add Hunger
dice for narrative purposes
5. Make dice rolls
6. Determine successes: messy critical is a success
but complication; bestial failure is a failed
attempt and significant setback with the project.
7. Resolve the Project narratively.
Example
Alex decides they want to overcome their Illiterate
Flaw (Vampire: The Masquerade, p. 179). To do
this, the Storyteller determines Alex needs to hit
three milestones for this journey and do so in two
attempts. First, Alex will use their Intelligence 2 and
Academics 1. Second, they take one Hunger die
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Considerate Play
Guidelines
an art or fashion show, or the like. Use the Project
system to set up a special event with multiple
smaller events. Success means the event starts on
time and as planned; failure creates problems the
host needs to overcome. Bestial failure invites
disaster if the coterie doesn’t cancel the event.
ƒ A vampire’s favorite vessel has a Resonance
working against a vampire’s studies in a
discipline. To align their Resonance, the vampire
decides to make it a Project to help shift it into
one which works better for their studies. This use
helps avoid having to roleplay scenarios that may
go against the Chronicle Tenets.
ƒ A character wants to become the harpy’s whip,
giving them access to multiple connections to the
city’s ruling council. Unfortunately, it will take a
lot of work to gather enough information, status,
and clout to get the harpy’s attention, and even
more, work to earn their support for the position.
ƒ A coterie wants to take back a section of the city
taken over by a lupine pack. This extended Project
needs to include Influences, patrols taking place,
information gathering, and possibly combat.
The coterie takes on an extensive Project. If
they succeed, they can take back the section of
the city with relative ease. However, if there are
complications or failures, they may need to fight
against the werewolves, taking on many risks.
Remember that the Storyteller isn’t the final arbiter
of whether something is offensive or not. If you’re a
player and another player does something that makes
you feel uncomfortable, “they’re the Storyteller/a
more experienced player so it must be okay” doesn’t
excuse their action. Similarly, if you’re the Storyteller,
resist the urge to tell yourself “I should just smooth it
over or they’ll think I’m running a bad game.”
The fact that vampires are fictional characters,
the justification that these stereotypical depictions
are “just how it is” or “actually true” in the context
of this world, or the idea that Vampire is a game
about bad people doing bad things: none of these
are an excuse for you, the player, using Vampire as
a medium to recreate harmful stereotypes. We’re
trying hard not to do it in our text, and you can help
us by not doing it at your table either.
Vampire games center dark story elements by
design, but an important part of playing Vampire
is understanding your responsibilities as a player to
create a considerate environment for everyone else
at the table. Trust is priceless and it’s much harder
to build than destroy. This is especially if your
group includes a mix of new and old players. The
easiest way to build trust is to be honest with your
intentions and limits, and in turn to respect the
same as stated by your fellow players.
See the considerate play advice and methods on
pp. 421–425 of Vampire: The Masquerade.
Collaborative Projects
Projects are an excellent way for coteries to collaborate
and solve a problem, work on a collective goal, or
create something new for the game. For example, the
coterie has undertaken collaborative efforts to develop
Loresheets, shake up the city’s ruling structure, or
protect a particular part of the city. These all use
Projects to complete, streamlining the work of the
coterie and allowing everyone to work together and
contribute in meaningful ways. However, failure
means setbacks or complications when working
toward the goal and can even lead to significant player
conflict over the result.
Culture and Religion
It’s okay to make a character who belongs to a realworld demographic, such as a Syrian Toreador or an
Italian Hecata. But we don’t recommend making
that character an ethnic or national stereotype. Also
remember that clans such as the Banu Haqim and
Ravnos transcend their original version, and we
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encourage you to play those characters as coming
from any ancestry from around the world.
Like every game with participatory imaginative
content, Vampire cannot prevent bad actors from
using the medium or excuse of a fictional game
about evil beings to push hurtful misconceptions,
though we’ve done our best to make it hard for
them to do so. If you don’t have bad intentions
and you do mean well, then we encourage you to
play characters outside your own demographic
experience in this game—and if you’re the
Storyteller, you’ll definitely have to. If you do,
there’s stuff you can do today to avoid mistakes.
Playing outside your demographic is a skill like any
other; you get better at it with mindful practice. You
might start out easy by making a character who’s
“just kind of like everyone else,” and then slowly
build in cultural signifiers. Add them one by one
and monitor your group’s reactions; if a choice you
made didn’t work for them, roll it back and go in
a different direction. Aim for authenticity, not for
laughs or easy stereotypes.
Strive to provide your character with a concept
that isn’t just their demographic categories. Give
them professions, hobbies, fashions, and tastes in
art or music. This is true even if you’re improvising
a character as the Storyteller: imagine just one or
two things beyond their race and gender as you
come up with them.
Antagonists and other oppositional characters
are the highest difficulty setting, as it were, for the
above. Depicting cruel ambition as the product
or result of their systemic oppression is only one
choice among many possible: no matter how much
you like Magneto, keep your antagonists varied
and their motivations creative and individual.
In addition, while it can be fun to play against
antagonists who perpetuate systemic oppression if
your players have all explicitly consented to do so,
you have to give your players space to say no, use a
safety tool, or redirect you if your portrayal is, shall
we say, too realistic.
Romance, Seduction,
and Sex
Romance, seduction, and sex recur as themes
throughout Vampire, and using them responsibly
is incredibly important for the consent and comfort
of everyone involved. Players and Storytellers should
follow several guidelines when utilizing these themes
in a chronicle.
Remember that Storytellers are players, too. Their
consent and comfort are just as important as the other
players’ concerns. If a subject makes a Storyteller
uncomfortable, they can say no and not lead the scene
with the topic in question, or end or alter a scene if an
uncomfortable topic arises in the middle of it. Every
person at the table should be giving enthusiastic,
informed consent.
Consent
Consent is paramount, even mandatory, when
players portray characters with intimate connections
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to another player’s character. Portraying a vampire
(or a mortal) with an intimate connection to
another player’s character requires a significant
amount of collaboration between both players, and
the acknowledgment of the Storyteller. Everyone
involved should consent (ideally verbally and
enthusiastically) to utilizing these themes in play. It
is perfectly acceptable to focus games elsewhere if
the players wish, or to set strong limitations on the
depth to which these themes can be explored in play
or “on screen.”
Recognize that consent isn’t always permanent: a
player can suddenly discover that a topic does
in fact squick them out and revoke their consent
at any point. Remember, sitting down at the table
isn’t enthusiastic consent for every scenario, but
it is an invitation to ask for consent in scenes that
may become intense. Ensure the horror and action
involved stay at the table in-game and don’t
lead to players feeling uncomfortable or unsafe
while playing.
Not every session, scene, or event needs consent
if the players and Storyteller at the table are
comfortable with and trust each other. Such
groups can explore the fun, dark, horrifying, or
sexually charged topics at the heart of the game
with confidence that nobody at the table intends
harm or toxicity. Instead, the game table becomes
fun, welcoming, exciting, and even positive
despite all the blood-drinking. Deep dives into
strong emotion are, after all, the beating heart
of Vampire. But just as you post warning signs
on diving boards, even high-comfort, high-trust
groups should set ground rules in their session
zero, and remain open to safety tools.
seduction will be handled. (Lines and Veils work
especially well here.) Storytellers should check in
with everyone involved with intense scenes, and
players should understand they can indicate when
they start to feel uncomfortable.
Even if these topics are discussed during session
zero, it is best to revisit them throughout prolonged
storylines, intense scenes, and new issues not
previously addressed. Reviewing everyone’s comfort
level shows respect for each other, allows everyone
to reevaluate their consent, and helps Storytellers
narrow down future plots.
Multiplayer Consent
Often, scenes include more than two players,
making enthusiastic consent for romance,
seduction, and sex complicated. What happens
if some players consent to specific scenarios but
one or more other players do not? What should a
group do if one player in a scene suddenly decides
they cannot handle going further? How can a
Storyteller navigate a scene where different players
have different levels of comfort but all consent
to the content? Navigating these scenes can be
tricky, but there are ways to do so and allow
all players to be involved while still respecting
everyone’s limits.
The first rule to remember is to default to the
player or players who do not consent to specific
topics. If a Storyteller or player is unsure if a
subject would be okay at a table or if players are
okay stepping out of scenes so that others can play,
the best practice for the group would be to default
to the level of comfort that includes everyone.
Don’t include the topic if it is a hard no from
a player.
If players and the Storyteller all agree, the table
could also run certain scenes without players
who are uncomfortable with specific topics. The
players could leave the gaming area or sit and not
be involved during the scene. While this isn’t the
best or most inclusive practice, it allows some
flexibility for everyone. Ideally, players not involved
Mutual Respect
Everyone at the table should respect each other’s
limits. While one person may be comfortable with
sexual encounters or seduction during gameplay,
another player may have no interest in exploring
or watching it. Therefore, everyone at the table
needs to agree on how scenes with love, sex, and
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in the scene should be given a scene independently,
allowing them to progress their character stories in
other ways.
The Storyteller should always make sure the
players are okay with leaving the table while a scene
finishes up. If the player is not okay with this,
the Storyteller should pull back the intensity to
match what the player is comfortable with while
allowing the others to continue their scene. This
might include toning down descriptive language,
keeping actions generic, or even taking the scene in a
different direction.
If a player or Storyteller cannot continue the scene
and they remove their consent, there are a couple
of options the table can decide between. Players
can provide a generic ending for the scene, allowing
events to happen while not roleplaying details, or
the scene can ‘fade to black.’ This technique allows
the details of the scene to be up to the individual
and never get hashed out. These theater of the mind
techniques enable the scene to happen and the story
to continue forward.
Should a player or Storyteller become very
distraught during the scene, it is best to stop entirely
and decide as a group whether the events actually
happened or if the scene should just be left and not
ended. It is essential to respect each person’s choice
whether they want a conclusion to the scene or not
with either decision. Working together with all the
players and Storytellers helps this process.
Other players spend time researching pre-existing
conditions, real life phenomena of prophetic
instances, and drawing inspiration for how the
Malkavian Bane manifests in their own characters.
Is she apologetic to everyone she meets because
she has witnessed their Final Death, but for fear of
interrupting the flow of time cannot explain why
she must say sorry after they’ve met? Or is he prone
to ripping pages from books, highlighting passages,
and leaving them in hidden places for his coterie
mates to uncover, hoping they can put the words
“Primogen Baslow has sold us out” together before
it’s too late? How do blood resonances affect the
way they compartmentalize and interact with their
kaleidoscope minds?
Learn the comfort levels of the player who wants
to portray a Malkavian at your table, and of the
other players who will have to interact with them.
Malkavians played by the Storyteller offer more
opportunities to showcase the clan’s multivalent
nature, and similarly more opportunities to clarify
player comfort with darker or more damaged
Oracles. Pre-drawn Lines and Veils around such
subjects allow Storytellers and players to craft
Malkavians that open up new options for the
chronicle rather than stop play dead.
Establish this consent with all players at the
table, even if there are no would-be Visionary
players present. Direct players uncomfortable with
highlighting mental illness and having it included
in their game away from the traditional methods
of creating a Malkavian Compulsion. Use extreme
caution and sensitivity if you decide to model
Malkavians after someone suffering from posttraumatic stress disorder, schizophrenia, or bipolar
disorder: those are real illnesses with real (and mostly
just debilitating) effects, and other approaches can
prove more fertile and less aggravating. Consider
focusing on a Malkavian plagued by prophetic
dreams, or who believes the dead give them
riddles, or a staunch believer in radical, vampirical
conspiracies.
Playing With Malkavians
Throughout the history of Vampire: The
Masquerade, Malkavians fulfilled many roles:
loose cannons, mystery solvers, and servants of
chaos. Players can represent the effects of the
blood of Malkav on their characters’ minds in
many ways: the belligerent joy of a Deadpool, the
single-minded ruthlessness of a River Tam, the
dangerous hyper-empathy of the Scarlet Witch, or
the multiple manipulations of Jeanette and Therese
Voerman (Vampire: the Masquerade, p. 394).
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Power Differentials
is best suited for consenting players willing to respect
each other’s boundaries and know when to back off
if the interactions become too intense.
Some of the themes that arise from playing
a Touchstone may include betrayal, stalking,
obsession, and other potentially traumatic
experiences. Characters being groomed for the
Embrace raise similar questions of trauma and
intensity. At no point should a player be surprised
by an in-game relationship with the potential
for an emotional intensity to which they didn’t
agree beforehand. And even if the player did agree
beforehand, they have the right to revoke consent at
any time if the experience isn’t something they enjoy.
A vampire may inflict her curse upon a mortal for
any number of reasons. The psychological impact of
suffering the Embrace by a loved one can be staggering.
Feelings of resentment, betrayal, or violation are
common among fledglings, and even more so when
a substantial prior relationship exists. Because of this,
it’s important that all players involved be aware of the
developments that might arise between their characters.
The Embrace itself — the act of draining mortal blood
and reinvigorating their body with vampiric Vitae — is
exceptionally intimate. Be very careful when depicting
violent Embraces, and while a character might
experience violation and betrayal, the player should
never have to suffer these feelings themselves. After all,
few fledgling Kindred who thought they were being
granted glorious immortality were made aware of the
full weight of Caine’s curse.
Over time, Kindred lose their capacity for love,
tenderness, and even sympathy for the plight of
mortals. Depending on how old the Kindred is,
they may even forget about the finite fragility of a
mortal, especially one who bares their heart to the
vampire. The nature of the Beast, and the ambitions
of the Kindred herself, remain a mystery to mortals
until they have felt the stinging grip of the Embrace
for themselves. Until that point, mortals remain
hopelessly devoted or infatuated, and ghouls squat
just a step above drug addicts, performing grotesque
acts in the name of just one more sip of vitae. This
unbalanced power does not always even out after
the Embrace either, as the fledgling vampire finds
himself Blood Bound to his sire, who keeps him
under accounting, teaching him the rules of survival
and etiquette that she could not before.
At what point the fledgling and his sire become
equal is not clear-cut. As a fledgling is pulled into
the vortex of politics, his loyalty to his Sire will be
tested as other Kindred give false promises of better
care, more opportunities. The equality may begin
after he has allowed her Vitae to exit his system, and
breaks the Blood Bond. Or when he finally earns her
respect and becomes a fully recognized member of
the Camarilla. It could also be before the Embrace
ever even happened, where he decided enough was
enough and disappeared from his domitor’s unlife,
struggling as he thirsted for her vitae for the first few
weeks. Whatever the circumstances cause the power
differential to balance itself out, until that time,
mortals always remain finite and fragile playthings
for Kindred to use as pawns in their own games.
Ghouls
A ghoul’s existence is rife with difficult choices,
necessitating complete dependency on a
monstrous being to sustain their survival, and
requiring some personal sacrifice in the name of
duty. Debasement of the self is common, with
many a ghoul watching in silent horror as their
lives crumble around them all for the sake of
pleasing their domitor. They may be called upon
to perform acts that would stain the soul of a
Kindred but do little to slow down the ghoul in
Mortals
Especially when the Kindred are involved, the nature
of relationships between vampires and mortals
isn’t one that fairly represents both sides’ interests.
The relationship between such players requires
both consent and understanding of one another’s
emotional boundaries. This implies an intimacy that
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their pursuit of their domitor’s approval — and
more vitae. The relationship is unequal, and in
many cases, there is little in the need of consent
between the involved parties. The same cannot be
said about the relationship between the players of
these types of characters.
Just like when playing a vampire, playing a ghoul
can lead to difficult situations where the character
may be forced to engage in behaviors the player may
personally find abhorrent, but that fit within the ghoul’s
motivations and development. This is especially true in
cases where the domitor is another player’s character.
When dealing with a ghoul-domitor relationship at the
game table, it is vital that the lines of communication
between both players — in and outside of the gaming
session — remain open and welcoming. It can be easy
to get caught up in the dynamic of the ghoul being
deferential to their domitor to the point of abuse.
Keep chronicle Tenets in mind when involving
mortal and ghoul characters. Much can be gained
by having a ghoul (or two!) at the table during a
chronicle. Ghouls are subservient, yes, and often
defer to their domitor to make decisions. But that’s
not the case one hundred percent of the time, so
some negotiation between players is needed. Make
no mistake: Domitors and other Kindred often
abuse their ghouls and even treat them as little more
than property, but abuse at the table between players
is never permissible. Given player consent, abusing a
character is fine — abusing a player is not.
Discuss beforehand the line dividing what is
acceptable between the players of the ghoul and the
domitor as well as the Storyteller, focusing on each
player’s comfort levels regarding certain themes.
Ghoul characters, either of their own volition or
at the command of their domitor, may engage in
acts redolent of real-world violence, oppression,
and physical and psychological traumas that may
be triggering or difficult for themselves or other
players to handle. Be sure to check in with your
players using a preferred calibration technique
(Vampire: The Masquerade, p. 423) to ensure they
are comfortable proceeding or if a session recess is
warranted for some decompression. ■
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Appendix: Lore Sheets
LORESHEETS
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bankers of dunsirn
(Bloodline; Hecata characters only)
S
For centuries, the relationship
between the two families was clear:
The Dunsirn made the money, and
the Giovanni family spent it like water.
Surprisingly, even though mortal
members of the Dunsirn family still
indulge in the occasional bit of “long
pork,” the Kindred don’t show much
aptitude or interest in necromantic
pursuits. Prior to the Family Reunion,
there was an effort to force them into
learning the ways of Oblivion, but now
the Dunsirns are happy to go back to
what they do best: bleeding people dry.
And this time, they don’t need to
answer to the fucking Giovanni to do
it, either.
ometime around the 18th
century, the Giovanni wanted
a foothold in the markets
of the New World. But all
of their attempts were constantly
blocked by a Scottish family of
bankers who owned several shipping
ventures. Impressed by their
financial acumen, the Giovanni
investigated bringing the family
into the fold. What closed the deal
was the discovery that the Dunsirn
were cannibals as well as financiers.
It was the perfect balance of money,
depravity, and ability to keep a secret.
L ore
• Money Obfuscates: It’s hard to
make money and not be noticed, but the
Dunsirn have worked in the shadows
for centuries. You’ve spread some of
your family’s money around to make an
alternate identity for yourself. You get
two dots of the Mask Background for
free, though you must maintain this Mask
at least once per story.
•• Money Talks: The Dunsirn find
information in the most interesting
places. All you have to do is spread a little
money around, and people jump out of
the woodwork to tell you things. Once
per story, you can find information as if
you had the Contacts Background with a
number of dots equal to your Resources.
This ability lasts for a single scene.
••• Money Enhances: You always
have access to the best that money can
buy. Having access to quality products not
only acts as a status symbol, it also makes
everything a little easier. When making
a roll in which you can use your own
equipment, you get a bonus die to the roll.
•••• Money Multiplies: All the
Hecata know the Dunsirn are bankers.
But most of them think of it in the
abstract, as if “banker” is just a different
way of saying “someone with a lot of
money.” But you are (or are directly
related to) a legitimate investment
banker. Gain three dots (up to five)
in Resources. In addition, anyone in
your coterie loses the Destitute Flaw
(Vampire: the Masquerade,
p. 193), and can purchase dots in
Resources at 2 experience points per
dot, instead of the usual 3.
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••••• Money Dictates: You are the
head of the Dunsirn family accounts.
You have your undead finger on the
pulse of the Hecata’s financial accounts.
And you make sure that everyone
else knows it. You gain three free dots
of Status in the Hecata. In addition,
once per chronicle, you can either give
every Hecata in the chronicle two
additional dots of Resources or remove
all Resource dots from every Hecata
in the chronicle. These Resources
additions or removals last for a single
story, and if removed, generate a
chronicle-length Adversary Flaw in the
form of one of the robbed vampires.
Appendix: Lore Sheets
C h ildren o f T e n oc h t it l an
(Bloodline; Hecata characters only)
I
n the early sixteenth century,
Spanish Giovanni met
representatives of the Aztec
civilization as part of the Cortez
expeditions. In the city of Tenochtitlan
(now part of Mexico City), these
Giovanni were introduced to a massive,
formalized necromantic tradition. So
naturally they killed, enslaved, and
converted the “heathens,” bringing
them into the fold. The Giovanni
called these converts pisanob, a Mayan
term that roughly translates to “ghosts
of the dead that walk the Earth” (the
fact that the Aztecs weren’t Maya
didn’t concern the Europeans). That
these vampires already had a name, a legacy,
and their own beliefs mattered little to the
Giovanni.
Their leader, Pochtli, was still in charge of
the Pisanob up through the Family Reunion.
However, the family had been whittled
down to a bare few remaining Kindred after
the ongoing attacks by the Harbingers of
Skulls (see p. 226), although the reasons for
the attacks were unknown. Pochtli offered
his unlife to the Harbingers in exchange for
an end to hostilities, which the Harbingers
accepted.
Now, the remaining children of
Tenochtitlan are deciding on a new leader,
while planning their revenge.
L ore
• Hiding from the Wolf: The
remaining Pisanob survived because they
are really, really good at hiding. You’ve
learned all manner of techniques to
remain out of sight of those that would
hunt you... and those you would hunt.
You get one extra die on any roll to hide,
including via the use of Disciplines or
Ceremonies.
•• Ghostly Instincts: The original
Kindred embraced in Tenochtitlan were
extremely talented necromancers, and
they have carried on a wide variety
of tips, tricks, and secrets among their
brethren. You’ve learned some of those
secrets, which give you two additional
dice on any Oblivion Ceremony roll
involving the summoning, control, or
destruction of ghosts.
••• Forward Thinking: After years
of being hunted down by the Harbingers
of Skulls, you’ve learned to always plan
ahead, turning potential tragedy into a
triumph. Once per story, you can reroll
any Skill roll. In addition, you always get
one free Skill reroll in any scene in which
you work against another Hecata. If the
Hecata in question is a member of the
Harbingers of Skulls, you get an additional
success on that reroll.
•••• Necromantic Prodigy:
The secrets of Oblivion are yours to
command, whether through study, your
ancient bloodline, or secrets you have
acquired from your cousins over the
years. Your mastery of necromantic
ceremonies is unparalleled. You get
two automatic successes on any roll
necessary for activating a necromantic
Oblivion Ceremony.
224
••••• Next in Line: Now that Pochtli
has sacrificed himself to the Hecata’s
grand plan of unity, it is time for another
to step up and lead the Pisanob to
future glory. You are one such individual,
wielding a balance of necromantic skill
and political savvy. You have an additional
two dots of Status within the Hecata.
Further, you have an ally among the
Hecata leadership, who acts as a five-dot
Mawla once every other story. (You
can purchase the Mawla Background as
normal to make the character a more
regular mentor or patron.
VA M P I R E T H E M A S Q U E R A D E P L AY E R ’ S G U I D E
Flesh-Eaters
(Bloodline; Hecata Characters Only)
T
he Nagaraja are the most wayward of vampires in a clan now full
of wayward vampires. They believe themselves to be the first ever
necromancers. They revel in the fact that their lineage is not easy to trace
back to one of the known Antediluvians. They believe they once mastered
the lands of the dead, having converted their Blood to live in such a place. And,
perhaps as a result of said Ceremony, they ate human flesh in lieu of drinking blood.
They believe one night they can become masters of the Underworld again.
The Nagaraja are rightly seen as bogeymen, as they number but few and advocate
for the horrible practice of capturing mortals and stripping them of flesh and blood
night after night, while keeping them alive through first aid and gifts of vitae. As a
disparate group, they have little that binds them as a society beyond their affinity
for ghosts (most master Oblivion ahead of any other Discipline) and their belief
that torment of the body and spirit brings any witnesses (or victims) closer to the
mysteries of life, death, and undeath.
A handful of Nagaraja showed up to the Family Reunion, claiming some kind of
catastrophe drove them out of their home. Initially they were believed to be some
kind of radical form of Dunsirn, but while the bankers are hobbyists in the realm of
cannibalism, the Nagaraja are experts. Years of avoiding attention from both mortals
and Kindred society have honed them into efficient serial killers — quite useful to
their new clan-mates. They may no longer need flesh the way they did, but their
skills are still useful in this new age. And some never lost the taste.
L ore
• Viscus: You can still eat flesh in lieu of
drinking blood — biting a mortal and
causing an Aggravated wound acts in all
other ways like drinking blood for you.
You can also eat fresh corpses, although
the taste is not as good.
•• Unseen Spirit: Some of the Nagaraja
can make themselves unseen to ghosts
and spirits. If you do not already have
access to the Obfuscate Discipline, take
Cloak of Shadows (Vampire: The
Masquerade, p. 261) at no cost — you
do not necessarily have the Obfuscate
Discipline, but rather a special power of
your own. This power works like Cloak of
Shadows, except that it only works against
spirits and ghosts. If you do have (or
later acquire) Obfuscate, instead all your
Obfuscate powers work against ghosts
and spirits in addition to their usual effects.
••• The Perfect Murder: You have a
lot of experience in planning murders.
As long as you have at least a night
to plan a cold-blooded, intentional
murder, you get one extra success on
all rolls for that murder scene. These
successes are negated by someone
who possesses the Send a Murderer
Bloodline ability (below).
•••• Send a Murderer: You’re a serial
killer, or maybe you’ve spent a lot of
time studying them. You get two extra
dice on rolls to study murder scenes
225
or track down killers. In addition,
you’ve worked with law officials
(mortal, Kindred, or both) on some
cases, whether it’s through sending
them anonymous emails or as a direct
consultant. You have three dots to spend
between Contacts with the police force,
Contacts with investigators in Kindred
society, and Status.
••••• Monstrous Bite: When ready
to attack or feed, your teeth extend
to lengthy, splayed, and vicious daggers
that protrude from your mouth. When
attacking with your bite, you suffer
no called shot penalty, gain one extra
success on all Intimidation rolls, and
increase your bite damage to 3.
Appendix: Lore Sheets
harbingers of ashur
(Bloodline; Hecata Characters Only)
H
olding the Jyhad’s longest
grudge, the Cappadocians
were the Clan of Death
before they were usurped
by the upstart Giovanni. Believed
for centuries to be destroyed, the
Cappadocians either took to wearing
masks and calling themselves the
“Harbingers of Skulls” or a subfaction
of the clan named themselves
“Harbingers” generations before.
Whatever the truth, the majority joined
the Sabbat and worked aggressively
against Giovanni interests. For many
years it was thought that both sides
would never stop until one obliterated
the other, but that appears to have
changed with the Family Reunion.
Despite the reconciliation and the
acknowledgment of the remnants
of the Cappadocian Kindred, the
Harbingers of Skulls as they were could
no longer exist. But neither could the
Cappadocians return to their former
state after so many centuries of anger.
As such, these vampires respond to
either name, but they have become
some synthesis of the two. Like all
things, the past form has died, and
enriched the earth so that something
new can grow.
L ore
• The Ashen Mask: You don a plain
mask made of ash wood, for while you
respect the traditions of the Harbingers,
you care more about studying death than
status, glory, or revenge. If a Touchstone
of yours is dead or dies after you purchase this lore, study of their corpse allows you to transfer the Conviction they
represent to another mortal (Vampire: The Masquerade, p. 240) as
if they died peacefully. If they actually did,
gain a one-die bonus to the Humanity
test. If anybody else interferes with the
corpse, you must test against fury frenzy
at Difficulty 3.
•• The Gold Mask: You don a rose
gold mask, because you strive to balance
your existence between the living and
the dead. Gold has connections to both
wealth and alchemy, with golden grave
goods sitting in the perfect intersection
between the two. As such, you have the
capacity to hide your actions, and the
actions of your coterie, as you explore
death. You have the equivalent of four
dots of Influence when attempting to
cover up a death.
••• The White Mask: You don a
bone-white mask, with not a speck of
dirt on it, because it is the mask of a
respected Harbinger lost in one of the
historic purges. You speak for the elders
of your bloodline, and most Harbingers
(and even other Hecata) listen to you.
You add three dice to any social roll
against another Harbinger, and two dice
to any social roll against another Hecata.
•••• The Obsidian Mask: You don
a polished black mask, because you are
more than just a vampire — you are
truly half-dead. You are a wraith that
has inhabited a vampire’s body. You may
learn Oblivion Ceremonies without a
226
teacher (and with half the training time
if you have one anyway) due to your
experience in the Underworld, but are
vulnerable to effects which target ghosts
(such as some Oblivion Ceremonies). You
suffer a two-dice penalty to resist these
effects, but gain a two-dice bonus when
resisting effects that control your physical
shell (such as Dominate).
••••• The Lazarene Mask: You
don the mask engraved in the image
of one of the clan founders, for you
know the true secret of the Harbingers.
Their crusade was never solely about
destroying the Giovanni, but annihilating
all those who serve the Clan of Death.
The final stage of necromancy is for all
who practice it to die, and become the
masters of death. You incur no stains for
any action taken in the pursuit of killing
another Hecata Kindred, or any character
who serves the Hecata.
VA M P I R E T H E M A S Q U E R A D E P L AY E R ’ S G U I D E
la famiglia giovanni
(Bloodline; Hecata Characters Only)
U
ntil recently, whenever an
outsider Kindred thought
about the Clan of Death,
they pictured the Giovanni
family. Their origins stretch back before the
Roman Empire (when they were known as
the Ioveanus or Jovians), and the entire time
they’ve had their hands in Kindred affairs.
The original Giovanni family knew how to
play the game better than anyone, crafting
an identity as “Devil Kindred” to strike the
right balance of fear and respect in their
rivals — and their relatives.
Identifying the Giovanni family with
the Clan of Death was a useful fiction
for centuries, until the Vatican and
the FBI joined forces against the clan —
starting with the family. Reputation comes
with records, and the Second Inquisition
rolled up every family retainer and bank
account it could find. When the Family
Reunion restructured the Clan of Death,
the surviving Giovanni found safety in
new anonymity. But they resented having
to hide themselves, and further resented
upstart bloodlines tossing out years of
family history for security or worse, for
political convenience. The “true Giovanni”
have grown used to being top dogs, and
they’ll murder to retain that position.
After all, no one fights like a family.
L ore
• A Cousin’s Ear: Even if family
members hate each other, the whole
family lives by a certain code to share
information — that’s how they’ve
survived everything from the fall of the
Roman Empire to the Second Inquisition.
Once per session, you can ask a direct
question of another member of the
Giovanni family, and get a straight answer.
However, you have to answer a question
in return. You can also ask a favor of
mortal members of the family once per
story, as if you had the Allies Background
at three dots.
one automatic success to any social roll
against another Hecata Kindred, ghoul, or
retainer.
•• Faded Glamor: Being a Giovanni
still means something, even if it’s not
your name on the clan anymore. Old
habits die hard, and the instinct to obey
is still ingrained in much of the Clan of
Death. Once per session, you can add
•••• Spectre Servant: There’s a lot
the family is good at, but in particular
they’re excellent at enslaving the spirits
of the dead to their will. You have
inherited or personally captured a
spectre to act as your servant. This Ally
••• Petty Cash: The Giovanni started
as merchants, and they still know the
power of cold, hard cash. As one of the
favored childer of the family, you have
access to a substantial bank account.
You get four dots to spread among the
Resources and Retainers Backgrounds for
free, but these dots can be pulled back
by elder members of the family at any
time, especially if you cross them.
227
uses the spectre stats (Vampire: The
Masquerade, p. 377). The spectre
wants nothing more than to break
the leash and devour your spirit. Until
then, they can be summoned once per
session and arrive within 10 hours.
••••• Aspiring Anziano: You have
managed to work your way through the
hidden politics of the Family Reunion
and come out on top. You’ve done so
partially from political skill and ruthless
zeal, but mostly because you know
where the bodies are buried (in every
sense). You get five dots of Status among
the Hecata, and you can get a private
audience with the Capuchin every few
stories. Just don’t push your luck, or you’ll
join the corpses.
Appendix: Lore Sheets
the gorgons
(Bloodline; Hecata Characters Only)
T
he Lamiae were a bloodline
of Kindred believed to be
descended from Lilith as well
as Caine — their founder and
high priestess (named Lamia) claimed
to be the daughter of the Dark Mother
herself. In ancient times, a Cappadocian
elder found Lamia performing sacred
Bahari rites, and was so taken by her
skin and resistance to pain that he
Embraced her. From then on, the Lamiae
were dedicated warriors protecting the
Cappadocian clan, until the clan’s alleged
destruction by the Giovanni. The last
Lamia was believed destroyed in 1718.
However, the Gorgons lived on,
much like their Cappadocian charges.
While the latter claimed the title
“Harbingers of Skulls,” the Lamiae
took the title of “Lilins,” spreading
the word of Lilith and the Bahari faith
while secretly uncovering the fate of
the Cappadocians and undermining
the Giovanni. Now, in the wake of
the Family Reunion, these women
stand proudly once again at the side
of the Kindred that Embraced them
— although they are less inclined
to tolerate so-called “Cainites” who
chastise their faith.
L ore
• The Serpent’s Kiss: Legend claims
the bite of the Lamiae once spread
plague to their victims. These nights the
bite of the Lamiae is no longer fatal,
although a few like yourself have some
remnants of the disease left in their
system. Once per story, you can choose
to infect your mortal prey with disease,
causing them one Aggravated Health
damage every night for three nights. This
ability has no effect on vampires.
••• Four Humours: Many ancient
Lamiae practice manipulation of the
four humors, allowing control over
their victim’s body or mind. Once per
story you may bite a mortal and inflict
a two-dice penalty on all actions which
don’t immediately further their current
resonance, until the end of the night or
their resonance changes humours. If their
blood contains a Dyscrasia, increase this
penalty to three-dice.
•• Protection: You embody the
original purpose of the Lamiae — the
protection of your charges, by any
means necessary. You gain a two-dice
bonus when using the Block maneuver
(Vampire: The Masquerade, p.
297) to protect someone else.
•••• Controlling the Beast: Chaos
and pain are key aspects of the Bahari
faith (and, thus, the faith of many Lamiae).
However, mindless chaos and pain do
not lead to education, so controlling
accidental infliction of both is important.
Once per session, you can convert a
messy critical in combat into a critical.
228
••••• Medusa’s Gaze: The Lamiae
most steeped in the bloodline’s mysteries
hold a private power that betrays a more
literal meaning behind their epithet than
many realize. Once per session after
you win an Intimidation or conflict roll,
those who lost become unable to act
on the following conflict turn. Outside of
combat, they become unable to move
for a scene unless they succeed at a
Willpower roll (Difficulty 5).
VA M P I R E T H E M A S Q U E R A D E P L AY E R ’ S G U I D E
nasyon san an
(Bloodline; Hecata Characters Only)
A
young lineage with Black Atlantic roots and
rumored Cappadocian connections, the vampires
once known as the Samedi carried on business as
mercenary spies and necromancers, maintaining
herds and confidants in religious circles and keeping a low
profile. Rumors and misconceptions shrouded them in secrecy;
but at the Family Reunion, they emerged from the lies to enter
into the Clan of Death.
Unanswered questions still abound, many focused on their
infamous paterfamilias, known in modern nights as Doc San. But
times change, vodou isn’t hiding anymore, and neither are they.
Nasyon san an are stepping out in billowing dresses, immaculately
coordinated streetwear, and even the occasional silk hat. From
Bahia to Ilé-Ifẹ̀ to New Orleans and beyond, ready the rum and
cigars. Laissez les bon temps rouler.
L ore
• CSI Shit: As an aspiring gede, you’ve
learned a few tricks about death. One
of them is knowing a lot about rot,
decay, and how bodies die. By carefully
examining a mortal corpse you can
immediately know the cause of death.
If the cause of death is supernaturally
concealed, you gain the ability to roll
despite that.
•• Pound of Flesh: Something of
your bloodline’s original weakness
remains with you, even as a full-fledged
Hecata. In fact, you can even share it
around. If you accept a gift freely given,
you and whoever gave it to you receive
a three-dice penalty from any pools used
for any actions against one another for
the remainder of that night.
••• Treat Yourself: You’ve taken the
gedes’ legendary appetite to heart. Once
a night, you can indulge in a meal, a cigar,
an alcoholic drink, or a sexual tryst just
as a human would, regardless of any
penalties which Humanity might inflict
and incurring no negative effects in terms
of Hunger. Your consumption thereof
appears convincingly human to anyone
paying attention to that kind of thing.
•••• My Setite Friend: Your
bloodline has a strange relationship with
the Ministry. There’s a lot of overlap
in interest, and more than a few have
decided to join the Ministry rather
than stay with the Hecata. You have a
connection with the Ministry, whether
it’s one of those wayward “Samedi” or
another Follower of Set. You can ask your
friend for a favor once per story, which
translates to the equivalent of three dots
in appropriate Backgrounds such as Allies,
Influence, and Resources.
229
••••• The Silk Hat: No one is
entirely sure who the Bloody Doctor
is, but they do know you have his favor,
and are the next in line to his practice.
Whatever that is. You’re not entirely
sure what will happen if you step up
and claim the silk hat of the Doctor. It
may be a purely political position within
the Hecata, or it may invest you with
fantastic spiritual powers. It’ll certainly
invest you with the Doctor’s enemies.
Before you accept the role, however,
you have the effect of Mawla at five
dots, although the help comes in cryptic
ways and via mysterious actions.
Appendix
Vampire Traits and Types Summary Sheet
Predator Types
Attributes
Alleycat: You take blood by force or threat.
(Celerity or Potence)
Mental Attributes
Bagger: You acquire preserved or dead blood, rather
than hunt. (Blood Sorcery or Obfuscate)
Wits: Quick reaction, intuition, spur-of-themoment decision-making
Blood Leech: You feed from other vampires.
(Celerity or Protean)
Resolve: Focus, concentration, attention
Cleaver: You take blood covertly from your mortal
family. (Dominate or Animalism)
Physical Attributes
Consensualist: You take blood with consent.
(Auspex or Fortitude)
Dexterity: Agility, grace, reflexes
Intelligence: Memory, reasoning, intellect
Strength: Muscular power, close-combat damage
Extortionist: You force mortals to pay you in
blood for your services or protection. (Dominate or
Potence)
Stamina: Toughness, resilience, endurance
Social Attributes
Farmer: You feed from animals. (Animalism or
Protean)
Charisma: Charm, magnetism, strength of
personality
Graverobber: You hang around hospitals and
morgues looking for victims. (Fortitude or
Oblivion)
Manipulation: Verbal finesse, social guile,
smoothness
Composure: Self-control, cool, calm head
Grim Reaper: You feed on those about to die.
(Auspex or Oblivion)
Skills
Montero: Your retainers drive the prey to you.
(Dominate or Obfuscate)
Physical Skills
Osiris: You feed from your cult or followers. (Blood
Sorcery or Presence)
Athletics: Running, jumping, climbing
Brawl: Unarmed combat of all types
Pursuer: You study and stalk your victim before
striking. (Animalism or Auspex)
Craft: Crafting, building, shaping
Sandman: You feed from sleeping victims. (Auspex
or Obfuscate)
Drive: Operating vehicles
Scene Queen: You feed from your subculture or
exclusive group. (Dominate or Potence)
Firearms: Using ranged weapons, such as guns and
bows
Siren: You feed by seducing your victims. (Fortitude
or Presence)
Larceny: Breaking and entering, guarding against
the same
Trapdoor: You lurk in your nest and lure prey into
it. (Protean or Obfuscate)
Melee: Armed hand-to-hand combat
Stealth: Not being seen, heard, or recognized
Survival: Remaining alive in adverse surroundings
230
VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
Social Skills
Haqim, Brujah, Toreador)
Etiquette: Politeness in social settings
Dominate: Mind control (Malkavian, Salubri,
Tremere, Tzimisce, Ventrue)
Animal Ken: Animal handling and communication
Fortitude: Monstrous toughness (Gangrel, Hecta,
Salubri, Ventrue)
Insight: Determining states of mind and motives
Intimidation: Getting another person to back down
Obfuscate: Remain obscure and unseen
(Malkavian, Nosferatu, Ravnos)
Leadership: Directing and inspiring others
Oblivion: Necromancy and shadow shaping
(Hecata, Lasombra)
Performance: Expressing art in person to an audience
Persuasion: Convincing others verbally or
emotionally
Potence: Supernatural physical strength (Brujah,
Lasombra, Nosferatu)
Streetwise: Understanding the ins and outs of
criminal and urban spaces
Presence: Attract, sway, and control emotions
(Brujah, Ministry, Ravnos, Toreador, Venture)
Subterfuge: Tricking others into doing your will
Protean: Mastery over form (Gangrel, Ministry,
Tzimisce)
Mental Skills
Thin-Blood Alchemy: Mixing blood, emotion, and
other ingredients to create powerful effects (ThinBlooded)
Academics: Humanities and liberal arts, book-learning
Awareness: Senses, being aware of your
surroundings, spotting threats
Backgrounds
Finance: Handling, moving, and making money
Allies: Mortal associates, usually family or friends
Investigation: Following clues, solving mysteries
Contacts: The information sources you possess
Medicine: Healing injuries, diagnosing disease
Fame: How well known you are among mortals
Occult: Secret lore, both real and unreal
Haven: A place to sleep safely by day
Politics: Diplomatic and bureaucratic acumen
Herd: The vessels to which you have free and safe access
Science: Knowledge and theory of the physical world
Influence: Your political power within mortal society
Technology: Understanding and using modern
technology, computers, and online activity
Loresheet: Your connection with the secret history
of the World of Darkness
Disciplines
Mask: A false identity, complete with documentation
Animalism: Supernatural affinity with and control
of animals (Gangrel, Nosferatu, Ravnos)
Mawla: Kindred who advises and supports you: a
mentor, patron, or confederate
Auspex: Extrasensory perception, awareness,
and premonitions (Hecta, Malkavian, Toreador,
Tremere, Salubri)
Resources: Wealth, belongings, and income
Blood Sorcery: Use of the Blood to perform magic
(Banu Haqim, Tremere)
Status: Your standing in vampire society
Retainers: Followers, guards, and servants
Celerity: Supernatural quickness and reflexes (Banu
231
Appendix
Advantages Master List
MAWLA • TO •••••
This master list of Advantages includes
Backgrounds, Merits, and Flaws for Vampire: The
Masquerade. It does not list every Loresheet. Unless
noted, these Advantages can apply to any vampire.
icon are also available to
Advantages with the
mortals and ghouls.
Kindred patron, mentor, or other sometime ally; the
plural of mawla is mawali; V:tM, pp. 192–193.
MINOR BOON • TO •••
Favors owed by other Kindred; V:tM, pp. 193, 315.
Backgrounds
RESOURCES • TO •••••
Wealth or source of income; V:tM, p. 193.
ALLIES • TO ••••••
RETAINERS • TO •••
Mortal supporters and helpers; V:tM, pp. 184–185.
Loyal servant such as a ghoul or thrall; you can
buy multiple Retainers; V:tM, p. 194.
BLOODLINE • TO •••••
STATUS • TO •••••
Your bloodline gives you unique qualities; p. 112.
Status and rank in a sect of Kindred; V:tM, p.
194.
CONTACTS • TO •••
Mortals who provide information or items; V:tM,
p. 186.
Merits
FAME • TO •••••
BEAUTIFUL ••
Fame among mortals (or Kindred); V:tM, p. 187.
Add one die to looks-dependent Social pools; V:tM,
p. 179.
HAVEN • TO •••+
A place to sleep by day; V:tM, pp. 188–189.
See Haven Merits and Haven Flaws.
BLOODHOUND •
HERD • TO •••••
BOND RESISTANCE • TO •••
You can smell Resonance; V:tM, p. 182.
Mortals on whom you feed; V:tM, pp. 189–190.
You resist Blood Bonds more easily; V:tM, p. 181.
INFLUENCE • TO •••••
CHECK THE TRUNK •
Influence and clout in the mortal community;
V:tM, pp. 187–188.
Two-dice bonus to Preparedness dice pools (V:tM,
p. 410); p. 119.
LORESHEETS • TO •••••
CITY SECRETS •
Information on or access to elements of deeper
World of Darkness lore; V:tM, p. 190.
See V:tM (pp. 382–406), Anarch (pp.190–198),
Camarilla (pp. 184–190), and other Vampire
books for specific loresheets.
You know a damning secret about the city’s Kindred
power structure; p. 118.
COBBLER •+
You can make Masks, requires Mask ••; V:tM, p. 192.
MASK • OR ••
EAT FOOD ••
False identity; you can buy multiple Masks; V:tM, p. 190.
You can consume normal food; V:tM, p. 182.
232
VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
UNBONDABLE •••••
FAMOUS FACE •
Cannot be Blood Bound; V:tM, p. 181.
You resemble someone very well known; p. 118.
UNTOUCHABLE •••••
HIGH-FUNCTIONING ADDICT •
Escape official punishment once per story; p. 120.
You add a die to one pool type while on your drug;
V:tM, p. 180.
VESSEL RECOGNITION •
You can smell whether a mortal has been fed upon;
p. 119.
INGÉNUE •
Add two dice to rolls to avoid suspicion; p. 118.
ZEROED •
IRON GULLET •••
You officially don’t exist. Requires Mask •• ; V:tM,
p. 192.
You can feed on cold blood. Not available to
Ventrue; V:tM, p. 182.
LINGUISTICS •+
Haven Merits
One additional language per dot; V:tM, p. 179.
Unless noted, Haven Merits appear in V:tM (p. 189).
LUCK OF THE DEVIL ••••
BUSINESS ESTABLISHMENT •• OR •••
Others take the fall for your fuckups; p. 119.
Renting to (or running) a business out of your
haven at the cost of some privacy; p. 111.
NUIT MODE ••
Your body can keep tattoos, haircuts, etc. Not
available over Blood Potency 1; p. 119.
CELL • TO •••••
Minimum Haven ••
REMARKABLE FEATURE •
FURCUS • TO •••
Add two dice to Social rolls with strangers, lose one
die from disguise pools; p. 118.
Adds dice to Rituals or Ceremonies (pick one); p. 212.
HIDDEN ARMORY •+
SHORT BOND ••
LABORATORY •+
Blood Bond on you decays more rapidly; V:tM, p. 181.
Minimum Haven ••
SIDE HUSTLER ••
LIBRARY •+
Once per session, get something as if you had two
dots in Resources, Contacts, or Influence through
your network.
Only one dot allowed in Haven •
LOCATION •
STUNNING ••••
LUXURY •
Add two dice to looks-dependent Social pools;
V:tM, p. 179.
MACHINE SHOP •+
Adds dice to Craft, repair, etc. pools; p. 112.
TEMPERED WILL •••
POSTERN •+
Add a die to resist Dominate or Presence. May not
have dots in either Discipline; p. 120.
Hidden exit.
233
Appendix
SECURITY SYSTEM •+
UNSEEMLY AURA ••
Alarms.
Your Aura resembles a Kindred aura.
SURGERY •
Thin-Blood Merits
Minimum Haven ••
These Merits only apply to thin-blood characters.
They have no dot value; each Flaw balances a Merit,
and vice versa.
Thin-Blood Merits appear in V:tM (pp. 183-184)
and on p. 135.
WARDING •+
WATCHMEN •+
Guards.
ABHORRENT BLOOD
Caitiff Merits
Other Kindred cannot drink your blood; p. 135.
These Merits only apply to Caitiff characters. They
appear on p. 126.
ANARCH COMRADES
CAMARILLA CONTACT
DEATH-PROOF •
Cannot learn Oblivion, but immune to it.
CATENATING BLOOD
You can create Blood Bonds and Embrace.
FAVORED BLOOD ••••
Can buy powers from any Discipline as in-clan,
needing only one prerequisite power for amalgams.
DAY DRINKER
MARK OF CAINE ••
DISCIPLINE AFFINITY
Can walk around in daylight.
Two phantom dots of Status for bullying and
intimidating other Kindred, harder to diablerize.
Gain a dot in a Discipline, as a normal vampire.
FAITH-PROOF
MOCKINGBIRD •••
Immune to True Faith; p. 136.
Can drink Discipline powers from other vampires.
LIFELIKE
SUN-SCARRED •••••
Medically mortal; you can eat, drink, fuck, etc.
Less harmed by sunlight.
LOW APPETITE
UNCLE FANGS •••
Roll two dice on some Rouse Checks; p. 136.
Thin-blood ally group.
LUCID DREAMER
You dream and can remember relevant details; p.
136.
Ghoul Merits
These Merits only apply to ghoul characters. They
appear on p. 141.
MORTALITY’S MIEN
Aura reads as mortal; p. 136.
BLOOD EMPATHY ••
SWIFT FEEDER
Can sense your domitor’s emotional state at a
distance.
Slake one Hunger in one turn including closing
wounds; p. 136.
234
VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
THIN-BLOOD ALCHEMIST
FOLKLORIC BLOCK (•)
You can take Thin-Blood Alchemy as a Discipline.
Must spend Willpower to push through a folkloric
block (e.g., spilled seeds, running water, holy
symbols); V:tM, p. 182.
VAMPIRIC RESILIENCE
You take damage as a regular vampire.
HOPELESS ADDICTION (••)
Lose two dice without a fix; V:tM, p. 179.
Flaws
ILLITERATE (••)
ADDICTION (•)
V:tM, p. 179.
Lose one die without a fix; V:tM, p. 180.
INFAMY (• TO •••••)
ADVERSARY (• TO •••)
Infamy among mortals (or Kindred); V:tM, p. 187.
Kindred who opposes you; V:tM, p. 193.
KNOWLEDGE HUNGRY (•)
ARCHAIC (••)
Must make a Willpower roll to resist studying your
obsession; p. 121.
Cannot use technology. Ancillae or older only;
V:tM, p. 180.
KNOWN BLANKBODY (••)
BOND JUNKIE (•)
Biometrics in Second Inquisition files; V:tM, p. 190.
Harder to resist the Blood Bond; V:tM, p. 181.
KNOWN CORPSE (•)
BONDSLAVE (••)
Your death is well-known; V:tM, p. 190.
Easily Blood Bound; V:tM, p. 180.
LIVING IN THE PAST (•)
DARK SECRET (• TO ••••)
Outmoded Convictions cause Social penalties.
Ancillae or older only; V:tM, p. 180.
If found out, you would be infamous and hunted;
V:tM, p. 187.
LONG BOND (•)
DESPISED (••)
Blood Bond on you decays more slowly; V:tM, p. 181.
One group or region of the city despises you; V:tM,
p. 187.
METHUSELAH’S THIRST (•)
You can only fully slake Hunger with supernatural
blood; V:tM, p. 181.
DESTITUTE (•)
No money or home; V:tM, p. 193.
NO HAVEN (•)
DISLIKED (•)
No secure sleeping place; V:tM, p. 188.
The city generally dislikes you; V:tM, pp. 187–188.
OBVIOUS PREDATOR (••)
ENEMIES (• TO ••••)
Mortal hunters and foes; V:tM, pp. 184–185.
You frighten mortals and cannot maintain a Herd;
V:tM, p. 189.
FOLKLORIC BANE (•)
ORGANOVORE (••)
A folkloric bane (e.g., silver, holy water) causes you
Aggravated damage; V:tM, p. 182.
You can only feed on human organs; V:tM, p. 181.
235
Appendix
PRESTATION DEBTS (•)
UGLY (•)
You owe two Minor Boons; pp. 115–116.
Lose one die from looks-dependent Social pools;
V:tM, p. 179.
PREY EXCLUSION (•)
You refuse to hunt specific prey; V:tM, p. 181.
VEGAN (••)
You only feed on animal blood; V:tM, p. 181.
REPULSIVE (••)
Lose two dice from looks-dependent Social pools;
V:tM, p. 179.
VEIN TAPPER (•)
You cannot take blood from mortals while being
observed; p. 120.
RISK-TAKER (•)
Compulsive risk-taker, two dice penalty when
resisting risky behavior; p. 121.
WEAK-WILLED (••)
One-die penalty to social combat against a superior,
you may not use active resistance against Dominate
or Presence; p. 121.
SHUNNED (••)
Loathed by the vampire sect; V:tM, p. 194.
STAKE BAIT (••)
Haven Flaws
Stakes to the heart cause the Final Death; V:tM, p. 182.
COMPROMISED (••)
V:tM, p. 188.
STALKERS (•)
Annoying hangers-on; V:tM, p. 194.
CREEPY (•)
V:tM, p. 188.
STARVING DECAY (••)
At Hunger 3+ your body decays for a two-dice penalty
to physical tests and to social tests with mortals; p. 120.
HAUNTED (•+)
V:tM, p. 188.
STENCH (•)
SHARED (• OR ••)
Lose one die from relevant Social pools, two dice
from relevant Stealth pools; p. 120.
Another Kindred (or more) can use and change your
haven without asking; p. 113.
STIGMATA (•)
You bleed from hands and feet at Hunger 4; V:tM, p. 182.
Caitiff Flaws
These Flaws only apply to Caitiff characters. They
appear on p. 127.
SUSPECT (•)
Two-dice Social penalties with the vampire sect;
V:tM, p. 194.
BEFOULING VITAE (••)
Your Embrace creates monsters.
TRANSPARENT (•)
One-die penalty to Subterfuge. Cannot gain dots in
Subterfuge; p. 120.
CLAN CURSE (••)
You still suffer the Bane of your sire’s clan at halfseverity.
TWICE-CURSED (••)
Take your clan’s variant Bane (p. 56) in addition to
your regular Bane; p. 121.
236
VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
DEBT PEON (••)
BRANDED BY THE CAMARILLA
Crippling debt to a high-Status vampire.
CLAN CURSE
Pick a Clan Bane.
LIQUIDATOR (•)
Considered an enemy to thin-bloods, two-dice
penalty to social pools with them.
DEAD FLESH
MUDDLED BLOOD (•)
HELIOPHOBIA
You’re slowly rotting.
Must drink Blood of someone with a Discipline to
buy dots in it.
Terror frenzy from sunlight; p. 135.
MORTAL FRAILTY
WALKING OMEN (••)
You heal as a mortal.
Scrying, premonitions, divination point to you as
the cause of misfortune.
NIGHT TERRORS
Dreams invade your waking night; p. 135.
WORD-SCARRED (•)
Skin covered with vampire lore texts, making you an
occult target.
PLAGUE BEARER
Mortal illness still affects you; p. 135.
SHUNNED BY THE ANARCHS
Ghoul Flaws
These Flaws only apply to ghoul characters. They
appear on p. 141.
SLOPPY DRINKER
BANEFUL BLOOD (• TO ••)
SUN-FADED
You suffer from your domitor’s clan Bane.
No Discipline powers in sunlight; p. 135.
CRONE’S CURSE (••)
SUPERNATURAL TELL
The Blood aged and weakened you, lose one Health box.
Supernaturals can detect you; p. 135.
DISTRESSING FANGS (•)
TWILIGHT PRESENCE
Dexterity + Medicine to avoid leaving wounds; p. 135.
You make mortals and full-bloods uneasy; p. 135.
Lose one die on Social pools with mortals.
UNENDING HUNGER
Thin-Blood Flaws
Resist hunger frenzy when you feed; p. 135.
These Flaws only apply to thin-blood characters.
They have no dot value; each Flaw balances a Merit,
and vice versa.
Thin-Blood Flaws appear in V:tM (pp. 182–183)
and on p. 135.
VITAE DEPENDENCY
Must drink vitae to use powers.
BABY TEETH
No fangs.
237
Appendix
Coterie Advantages
LASOMBRA: AT ANY COST ••
Add two successes to any test for a messy critical; p. 182.
Can also include Backgrounds, above.
MALKAVIAN: EVERYTHING IS CONNECTED •••
Swap any Skill pool in for another to gather
information, the Oracle interprets the result; p. 183.
Coterie Merits
Coterie Merits can only be bought as a coterie, with
coterie pool points. They appear on p. 171.
THE MINISTRY: DISCERNING •
Speak with any other Kindred, the Setite determines
what they want; p. 184.
BOLT HOLES • TO •••
Add one die per dot to escape and evasion attempts
in your sprawling domain.
NOSFERATU: CONTEXTUAL CONTACT ••
Add your highest Contacts rating to any test to
obtain information; p. 185.
ON TAP • TO •••
Automatically hunt for a given Resonance in your
domain.
RAVNOS: CRYPTOLECT •••
Secret coterie language; p. 185.
PRIVILEGED •••
SALUBRI: RESTRAINT •••
Special rights for the coterie.
Reroll all Hunger dice in a test; p. 186.
TRANSPORTATION ••
TOREADOR: ALL ACCESS •
Sick ride.
Get into an event or facility because you’re on the
list or know a guy; p. 187.
Clan Coterie Merits
Members of a given clan can purchase their
respective Clan Coterie Merit either at character
creation or during coterie creation. These Merits
can only be used by coterie-mates, and only once per
session (except Pack Tactics and Cryptolect).
TREMERE: MULTI-LEVEL LOREKEEPING ••
Share a Loresheet Advantage with a coterie-mate; p.
188.
TZIMISCE: OLD-WORLD HOSPITALITY ••
BANU HAQIM: CALL TO PURPOSE ••
Free Willpower point; p. 179.
Restore an additional level of Superficial Willpower
damage in their haven; p. 189.
BRUJAH: BOOT AND RALLY •
VENTRUE: KINDRED LEGACIES ••
GANGREL: PACK TACTICS •••
CAITIFF: VERSATILE VITAE ••
Know a piece of information or gossip about
another Kindred; p. 189.
Reroll regular dice on a failed Physical Skill test; p.
180.
Use a Discipline power you do not possess; p. 190.
Add one die to Brawl or Melee in combat against the
same opponent as the Gangrel; p. 181.
THIN-BLOOD: MORTAL HEART ••
Count Humanity one dot higher; p. 191.
HECATA: ARS MORIENDI ••
Mask a corpse you killed; p. 182.
238
Coterie Sheet
Coterie Name
Coterie Type
Members
Chronicle
City
Name
Domain
Description
Chasse
¡¡¡¡¡
Lien
¡¡¡¡¡
Portillon
¡¡¡¡¡
Domain Merits
Domain Resonance
Coterie Advantages & Flaws
Coterie Boons & Debts
Haven or Hangout
Haven Merits & Flaws
Chronicle Tenets
Coterie Goals
© 2023 White Wolf Entertainment
Clan
Appendix
Coterie Domain Traits
and Merits
Coterie Flaws
Coterie Flaws can only be bought as a coterie, with
coterie pool points. They appear on p. 172.
The optional Domain Merits under each trait
appear here under their ruling trait, and on p. 175
in more detail.
BULLIES (•)
Bad feelings from previous regime, one-die penalty
on Social pools (except Intimidation) with vampires.
CHASSE • TO •••••
Richness and size of hunting grounds; V:tM, pp.
195-196.
CURSED (•+)
Mythic Flaw (V:tM, p. 182) affects coterie members
outside their Domain.
APARTMENT TOWERS ••
CUSTODIANS (••)
BACK ALLEYS ••
No-glory shit job; lose Status if neglected.
FUNERARY •
GATED COMMUNITY ••
TARGETED (•)
Coterie appears in some hunter agency file or other.
HOSPITAL ••
NIGHTLIFE •••
TERRITORIAL (•)
SHELTER ••
Territory degrades (Domain trait penalties) when
you leave the city.
Lien • to •••••
UNDER SIEGE (••)
How well the coterie integrates into their Domain;
V:tM, p. 196.
Enemy threat targets your domain with seeming
impunity.
CAMPUS •••
CITY HALL •••
CULTURAL LANDMARK ••
MARKETPLACE ••
MEMBERS ONLY ••
TRANSITIONS ••
Portillon • to •••••
Security of the Domain; V:tM, p. 196.
ABANDONED BUILDING •
FIREHOUSE •••
POLICE STATION ••
PRISON ••
TRANSIT ••
240
VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
Consolidated
Antagonists
inhuman creatures, if only as a last resort, and some
now-masterless thralls may still protect the havens
of long-departed Kindred.
Beyond even these shuddersome creatures, rumors
persist of entire families of ghouls in service to hoary
elders, the Tzimisce foremost among them. Whether
that means such elders feed great torrents of their
blood to entire families or have somehow contrived
a way to have the quality of being a ghoul pass on
congenitally is too foul to think.
Tzimisce Servitor Ghouls
More than just fleshcrafted victims, infamous
Tzimisce ghouls known as szlachta and vozhd are
created through long-forgotten rituals, endowing
them with Blood-imbued weaponry and a loyalty
far beyond even Blood Bound thralls. While
extremely rare in the modern nights, still-active
elder Fiends have been known to make use of these
Szlachta
The loyal minions of Tzimisce masters, szlachta are often
chosen for their existing loyalty rather than having it
ingrained in them. Still, it never hurts to be sure.
241
Appendix
Exceptional Dice Pools: One specialized skill at 8
Disciplines: Two level 1 powers
Special: When crafted for war, the rituals imbue
the bone spurs of the szlachta with properties
equivalent to Feral Weapons. Some szlachta with
especially ruthless conditioning are effectively
immune to mind-bending powers and Disciplines
such as Dominate or Presence.
Szlachta take many forms, from the subtly altered
majordomo of a Fiend’s estate to the twisted-topurpose bearers of the master’s sedan chair. Especially
among the retinues of young Tzimisce, more
specialized and modern szlachta may be found in
service. Which is to say, there’s no such thing as an
“average” szlachta — presented below is a baseline
servant that Storytellers can modify to suit story needs.
Standard Dice Pools: Physical 4, Social 2, Mental 4
Secondary Attributes: Health 10, Willpower 4
Vozhd
These nightmarish leviathans are hybrids created
from dozens of szlachta who have been grafted
together through Vicissitude and Blood
Sorcery. Primeval juggernauts, they are said
to be employed in remote areas almost like
the siege engines of eras past, with terror
and mayhem as its primary goals.
The vozhd has no personality. It cannot
choose to defy its master, nor can it
creatively interpret its purpose. That also
means it cannot be tricked, though it
may be evaded, outrun or even, however
unlikely the thought, defeated by even
more potent combatants. It needs
nothing to eat to sustain it, other than
the master’s blood once per month, yet
its appetite seems infinitely ravenous.
Storytellers should feel free to adjust
individual Traits to reflect the unique nature
of each vozhd, but players are unlikely to deal
with these war-ghouls frequently enough for such
nuances to be truly recognizable.
Standard Dice Pools: Physical 10, Social 0, Mental 4
Secondary Attributes: Health 14, Willpower 6
Exceptional Dice Pools: Brawl 12, Melee 12
Disciplines: Potence 3 Fortitude 3
Special: A vozhd has Vicissitude-augmented
physical modifications that behave as weapons,
dealing non-halved Superficial damage (+4
damage modifier) to vampires and other
supernatural creatures. They are also covered
with the equivalent of 4 (or more) points
of armor, and Storytellers are encouraged
to be creative with further modifications.
242
VA M P I R E T H E M A S Q U E R A D E P L AY E R S G U I D E
They are immune to simple reasoning, let alone
mind-altering powers. Good luck!
aggressive dead inflict +2 Health damage which is
Aggravated to mortals.
General Difficulties: 3/2
Revenants
Homuncular Servant
Necromancers create these servants and spies out
of body parts such as hands or skulls, or small dead
animals like rats or foxes.
Most homunculi can scale walls, hop (even if it
lacks the limbs to do so), and hide effectively, though
individual variation is great and depends on the tasks
it was created to perform. While it cannot speak
or perform actions requiring deep thought, it can
telepathically communicate single images, scents, or
sounds to its creator.
Standard Dice Pools: Physical 1, Social 0, Mental 1
Secondary Attributes: Health 3, Willpower 1
Exceptional Dice Pools: Athletics 4, Stealth 6;
Intimidation 4
Special: Homuncular servants take Superficial and
Aggravated damage in the same way as vampires,
except they are immune to sunlight. They cannot
heal or mend damage. They cannot be mentally
dominated or influenced as they are bound to
their master. They do not need eyes or ears to
perceive everything around them as someone with
unimpeded vision and hearing might. They can
telepathically broadcast a single image per scene to
their master.
General Difficulties: 3/1 ■
Necromancers use ceremonies of Oblivion to
animate these corpses and pieces of corpses, but
don’t always clean up after themselves. These
things might scuttle or shamble around in the
darkness of any city’s crypts, sewers, and burned-out
necromancer laboratories.
Mindless Corpse
Standard Dice Pools: Physical 2, Social 0, Mental 0
Secondary Attributes: Health 4, Willpower 0
Exceptional Dice Pools: Intimidation 4
Special: Mindless corpses take Superficial and
Aggravated damage in the same way as vampires, except
they are immune to sunlight. They cannot heal or
mend damage, and rot at least one Superficial Health
damage each day. They cannot be mentally dominated
or influenced as they are bound to their master. They
do not react to motion, words, or interference from
anyone but their reanimator. Mindless corpses may
always contribute to Teamwork (Vampire: The
Masquerade, p. 122) for menial labor such as digging,
lifting, or pushing even if they lack Skills.
General Difficulties: 2/1
Aggressive Corpse
Standard Dice Pools: Physical 4, Social 0, Mental 0
Secondary Attributes: Health 6, Willpower 0
Exceptional Dice Pools: Brawl 6; Intimidation 5
Special: Aggressive corpses take Superficial and
Aggravated damage in the same way as vampires,
except they are immune to sunlight. They cannot
heal or mend damage. They cannot be mentally
dominated or influenced as they are bound to
their master. They do not need eyes or ears to
perceive everything around them as someone with
unimpeded vision and hearing might. Bites from the
243
Index
A
City Secrets������������������������������������������������������������� 118
Clan���������������������������������������������������������������� 9, 11–13
Clan Bane���������������������������������������������������������� 56–59
Clan Curse�������������������������������������������������������������� 127
Cold–Blooded���������������������������������������������������������� 58
Considerate Play������������������������������������������� 216–221
Contextual Contact����������������������������������������������� 185
Crone's Curse��������������������������������������������������������� 142
Cryptolect������������������������������������������������������ 185–186
Cultural Landmark������������������������������������������������ 177
Cursed Courtesy������������������������������������������������������ 59
Custodians���������������������������������������������������� 172–173
Abandoned Building���������������������������������������������� 178
Abhorrent Blood������������������������������������������� 135–136
Agonizing Empathy������������������������������������������������� 59
All Access���������������������������������������������������������������� 187
Animalism��������������������������������������������������������� 69–70
Apartment Towers������������������������������������������������� 176
Ars Moriendi���������������������������������������������������������� 182
Asceticism����������������������������������������������������������������� 58
At Any Cost����������������������������������������������������������� 182
Auspex��������������������������������������������������������������� 70–72
B
D
Back Alleys������������������������������������������������������������� 176
Baneful Blood������������������������������������������������ 141–142
Bankers of Dunsirm����������������������������������������������� 223
Banu Haqim�������������������������������������� 15–20, 179–180
Clan Bane������������������������������������������������������� 18, 56
Befouling Vitae������������������������������������������������������� 127
Blood Empathy������������������������������������������������������ 141
Blood Sorcery�������������������������������������������� 17, 98–103
Bolt Holes��������������������������������������������������������������� 171
Boons and Debts������������������������������������������� 115–116
Boot and Rally������������������������������������������������������� 180
Bullies��������������������������������������������������������������������� 172
Business Establishment��������������������������������� 111–112
Debt Peon��������������������������������������������������������������� 127
Decay������������������������������������������������������������������������ 57
Den Mother������������������������������������������������������������ 207
Discerning�������������������������������������������������������������� 184
Distressing Fangs���������������������������������������������������� 142
Dominate����������������������������������������������������������� 73–74
Duskborn (see Thin–Blooded)
E
Everything is Connected���������������������������������������� 183
Extortionist������������������������������������������������������������ 107
F
Faith–Proof������������������������������������������������������������ 136
Famous Face����������������������������������������������������������� 118
Favored Blood��������������������������������������������������������� 126
Firehouse���������������������������������������������������������������� 178
Flesh–Eaters������������������������������������������������������������ 225
For the Community����������������������������������������������� 207
Fortitude������������������������������������������������������������ 74–76
Funerary����������������������������������������������������������������� 176
Furcus��������������������������������������������������������������������� 112
C
Caitiff����������������������������������������������������� 125–127, 190
Merits��������������������������������������������������������� 126–127
Flaws���������������������������������������������������������� 127–128
Call to Purpose������������������������������������������������������� 179
Callousness��������������������������������������������������������������� 57
Campus������������������������������������������������������������������ 177
Celerity�������������������������������������������������������������� 72–73
Ceremonies (see Oblivion Ceremonies)
Check the Trunk���������������������������������������������������� 119
Children of Tenochtitlan��������������������������������������� 224
City Hall����������������������������������������������������������������� 177
G
Gated Community������������������������������������������������� 176
244
Index
Ghouls����������������������������������������������������������� 137–144
Merits������������������������������������������������������������������ 141
Flaws���������������������������������������������������������� 141–142
Servitor Ghouls�������������������������������������������������� 241
Graverobber������������������������������������������������������������ 108
Grim Reaper����������������������������������������������������������� 108
Luck of the Devil��������������������������������������������������� 119
M
Machine Shop����������������������������������������������� 112–113
Mark of Caine�������������������������������������������������������� 126
Marketplace������������������������������������������������������������ 178
Members Only������������������������������������������������������� 178
Memoriam����������������������������������������������������� 212–214
Ministry of Set, the�������������������������������������������� 33–37
Clan Bane��������������������������������������������������������36, 58
Mockingbird���������������������������������������������������������� 126
Modern Royalty����������������������������������������������������� 207
Montero������������������������������������������������������������������ 108
Mortal������������������������������������������������������������ 144–151
Mortal Heart���������������������������������������������������������� 191
Mortality's Mien���������������������������������������������������� 136
Muddled Blood������������������������������������������������������ 127
Multi–Level Lorekeeping�������������������������������������� 188
H
Harbingers of Ashur���������������������������������������������� 226
Hecata������������������������������������������������ 21–25, 181–182
Clan Bane������������������������������������������������ 23–24, 57
Bloodlines�������������������������������������������������� 223–229
Flesh–Eaters�������������������������������������������������������� 225
Harbingers of Ashur������������������������������������������ 226
La Famiglia Giovanni����������������������������������������� 227
The Gorgons������������������������������������������������������� 228
Nayson san An��������������������������������������������������� 229
Heliophobia����������������������������������������������������������� 135
Hierarchy������������������������������������������������������������������ 59
Hospital��������������������������������������������������������� 176–177
N
Infestation���������������������������������������������������������������� 58
Ingénue������������������������������������������������������������������� 118
Instant Vampire������������������������������������������������� 66–68
Nayson san An������������������������������������������������������� 229
Night Terrors���������������������������������������������������������� 135
Nightlife����������������������������������������������������������������� 177
Noxious Blood��������������������������������������������������������� 56
Nuit Mode�������������������������������������������������������������� 119
J
O
Justice for All���������������������������������������������������������� 207
Obfuscate���������������������������������������������������������� 76–79
Oblivion������������������������������������������������������������ 84–98
Ceremonies���������������������������������������������������� 91–98
Revenants����������������������������������������������������������� 243
Old–World Hosipitality���������������������������������������� 189
On Tap�������������������������������������������������������������������� 171
One–Roll Memoriam�������������������������������������������� 213
One–Roll Projects������������������������������������������������� 214
I
K
Kindred Legacies���������������������������������������������������� 189
Knowledge Hungry����������������������������������������������� 121
L
La Famiglia Giovanni��������������������������������������������� 227
Lasombra��������������������������������������������������� 27–31, 182
Clan Bane��������������������������������������������������������29, 57
Liquidator�������������������������������������������������������������� 127
Looking out for Number One������������������������������ 207
Low Appetite��������������������������������������������������������� 136
Lucid Dreamer������������������������������������������������������� 136
P
Pack Tactics������������������������������������������������������������ 181
Pact of Honor��������������������������������������������������������� 207
Plague Bearer���������������������������������������������������������� 135
Police Station���������������������������������������������������������� 178
245
Index
Ravnos����������������������������������������������� 39–43, 185–186
Clan Bane������������������������������������������������������� 42, 58
Remarkable Feature����������������������������������������������� 118
Restraint�������������������������������������������������������� 186–187
Revenants��������������������������������������������������������������� 243
Risk–Taker������������������������������������������������������������� 121
Rituals (see Blood Sorcery Rituals)
Territorial���������������������������������������������������������������� 173
The Gambler���������������������������������������������������������� 207
The Gorgons���������������������������������������������������������� 228
The Recluse������������������������������������������������������������ 207
Thin–Blood Alchemy����������������������������������� 103–106
Thin–Blooded������������������������������� 128–137, 190–191
Flaws������������������������������������������������������������������� 135
Merits��������������������������������������������������������� 135–136
Touchstones�������������������������������������������������� 207–212
Transit��������������������������������������������������������������������� 179
Transitions�������������������������������������������������������������� 178
Transparent������������������������������������������������������������ 120
Transportation������������������������������������������������������� 172
Trapdoor����������������������������������������������������������������� 109
Twice–Cursed�������������������������������������������������������� 121
Twilight Presence��������������������������������������������������� 135
Tzimisce��������������������������������������������� 51–55, 188–189
Clan Bane������������������������������������������������������� 54, 59
S
U
Potence�������������������������������������������������������������� 79–80
Predator Types���������������������������������������� 62, 106–109
Presence������������������������������������������������������������� 80–81
Prestation Debts����������������������������������������������������� 121
Prison���������������������������������������������������������������������� 178
Privileged������������������������������������������������������� 171–172
Projects���������������������������������������������������������� 214–216
Protean�������������������������������������������������������������� 81–84
Pursuer����������������������������������������������������������� 108–109
R
Salubri������������������������������������������������ 45–49, 186–187
Clan Bane������������������������������������������������������� 47, 58
Servitor Ghoul����������������������������������������������� 241–242
Shared��������������������������������������������������������������������� 113
Shelter��������������������������������������������������������������������� 177
Side Hustler������������������������������������������������������������ 120
Sloppy Drinker������������������������������������������������������� 135
Soldier of Fortune�������������������������������������������������� 207
Starving Decay�������������������������������������������������������� 120
Stench��������������������������������������������������������������������� 120
Stolen Blood������������������������������������������������������������� 59
Sun–Faded�������������������������������������������������������������� 135
Sun–Scarred����������������������������������������������������������� 126
Supernatural Tell���������������������������������������������������� 135
Survival Instincts������������������������������������������������������ 57
Survivor's Heart����������������������������������������������������� 207
Swift Feeder������������������������������������������������������������ 136
Unbirth Name���������������������������������������������������������� 58
Uncle Fangs������������������������������������������������������������ 127
Under Siege������������������������������������������������������������ 173
Unending Hunger�������������������������������������������������� 135
Unnatural Manifestations���������������������������������������� 57
Unseemly Aura������������������������������������������������������� 141
Untouchable����������������������������������������������������������� 120
V
Vein Tapper������������������������������������������������������������ 120
Versatile Vitae��������������������������������������������������������� 190
Vessel Recognition������������������������������������������������� 119
Violence�������������������������������������������������������������������� 56
W
Walking Omen���������������������������������������������� 127–128
Weak–Willed���������������������������������������������������������� 121
Word–Scarred��������������������������������������������������������� 128
T
Targeted������������������������������������������������������������������ 173
Tempered Will�������������������������������������������������������� 120
246
VA M P I R E T H E M A S Q U E R A D E P L AY E R ’ S G U I D E
247
Appendix: Lore Sheets
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